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[ Q & A ] Using FNIS with Mod Organizer


GrantSP

Question

This topic is specifically for FNIS related issues when using Mod Organizer.

 

--

EDIT: 17th April 2016.

Due to @fore's "issues" with MO he has pulled all support and directed it here.

 

Let it be stated that the "issues" he notes are due to user error and there is no inherent issue with FNIS running in MO.

 

Further his claim that FNIS WILL NOT run through MO on Windows 10 machines is just wrong! DO NOT follow the advice he offers regarding using FNIS and MO.

--

 

Setting up FNIS to run through MO

 

Install it like any other mod through MO and make sure it is active (checkmarked) in the left pane mod list.

 

Since you must launch FNIS through Mod Organizer in order for it to recognize your mods, add FNIS to the list of executables by doing the following:

  1. Click the gears icon Gear_MO.png.
  2. In the Title field, type FNIS.
  3. For the Binary field, browse to your FNIS installation (should be located in <ModOrganizer>/mods/Fores New Idles in Skyrim - FNIS/tools/GenerateFNIS_for_Users) and select the GenerateFNISforUsers.exe application.
  4. Click the Add button. This will add FNIS to your executables list.
  5. Click OK.

Now each time you want to run FNIS, simply select it from the drop-down menu at top right and click Run.

 

Running through MO

  1. Launch FNIS through MO
  2. In the Available Patches at the bottom of the window, check the boxes for all necessary patches in your setup.
  3. Click the [update FNIS Behavior] button and wait for a message to appear in the window stating "X animations for Y mods successfully included.".
  4. Click [Exit].

After closing FNIS, there will be files in Overwrite (essentially a fake mod located at the bottom of the left pane if sorted by priority ascending) created by FNIS. Right-click Overwrite and select Create Mod, name it FNIS Output and click OK. This will create a new mod listing in the left pane for the FNIS generated files. You will then need to check it to enable it. Each subsequent time you update FNIS behavior, you must open Overwrite and drag the new files back to this mod.

 

Common Errors

Error 53 or 2012

"Could not find file <path to file>\1hm_behavior.hkx

 

Ensure the animation sets you have installed are correctly placed in priority in the left-hand pane and FNIS is using the one you want. Open the Data tab in the right-hand pane and examine the filetree to see which animation is being used in the VFS.

Navigate the filetree by expanding: data>meshes>actors>character>behaviors> and see which mod is providing the file.

If the file name is displayed in red, the mouse tooltip will show which other mods are also providing this file. Move the correct mod to the correct location.

 

Additional cause for Error 2012

 

A user(@patchling) had Spybot - Search & Destroy+AV 2.5 installed and was constantly getting JIT and 2012 errors, specifically the 0_master.xml was not found. The file was placed in the FNIS temporary_log folder ready for processing but before that could happen it was removed by said program. Opening the start menu > settings > live protection > mode > uncheck "Scan programs before they start" apparently stops that behaviour.

 

*****

Error dialogue

GenerateFNISForUsers.exe - This application could not be started.

This application could not be started.

Do you want to view information about this issue?

 

Simply close the dialogue by pressing "No" and enable FNIS in the Left-hand pane. Correct FNIS installation and use explains this in the wiki.

 

Why does the 6.2 Add-on not look correct in MO?

What you need to remember here is MO is designed to handle 'mods' and what we are installing with FNIS, and its add-ons, are 'tools'.

This means MO is looking for the correct folder structure for a 'mod' as seen by the game. The archive for the 6.2 add-on has as its top folder: "tools" and this is correct for FNIS, not the game.

Simply 'set the data folder' so that the "tools" folder is now at the top of the tree and ignore the next dialogue that asks if you are sure.

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Hello everybody,

1. sorry for my english, it`s not my native language.

2. I hope that I´m right here on the right side, by the right fellows to help me with my problem.

Basic: I was using:  SKSE 1.07.02; SKYUI 4.1; FNIS 4.2;  and MO the latest version befor now, 1.3.10, always everything running

Then I delet  SKYUI, FNIS, and all SKYUI-needed Mods (A matter of time for example), because I want to be update,  - also with some mods from LL. (If this was neccessary or not, I don`t know, but I did it.)

Everthing works,everything runs great.

Last week, I update: SKSE to 1.07.03; SKYUI to 5.1; acivate all SKYUI-needed mods , not the FNIS-needed-mods, and everything works also.

Now: I install the new FNIS 5.5 (Spell also) and will it add to start by MO. - And here begin the problem:

When I  try to add  FNIS in the executables list: I do (and as I did before with videohelp from GOPHER and GamerPoet) everything as told and show,;

Gears-icon  -  typ FNIS in " Name"  -  go to the folder, where everything is corecct listed  -  choose the "generate FNIS for useres exe" -  = everything as discribted here at the start of this tread; - but when I click "ADD", all the filled out lines  above are deleted and nothing is added.

I also tried to do first "run as adminisrator"  as Gopher told,  no help. I tried this so lot,  then again complete delet FNIS from  the folder:  ModOrganizer - Mods, again new fresh download,, - all again the same;  -  nothing works!

PLEASE  PLEASE HELP ME SOMEBODY.  MaYbe it`s only a little thing what I simply not do notice. ::(:  :blush:  :O_o:  ::(:  :confused:

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This is a known issue reported and confirmed in Bug Genie.

 

A possible workaround is to select an existing executable in the list, change all the fields for the new executable, and then click Add.

THANE, thank you for such a quick help. Everthing sounds easy and I understand all, and I run to fix my problem. Also visiting the BugGenie. Now I tried it 20 times, but not work. I have in my executable listed: Skyrim  -  Skyrim Launcher  -  Loot  -  TES5Edit  -  that`s it, not so much. or add tne FNIS, a changed the positions of the existings en varios order, alphabetic up and down also, mixed .... but if I add, nothing.FOr shure. FNIS is in the right place. it`s also confirmed at the left sidelist. Should I also give this report to Tannin? What do you thinK, more than a usual problem?  Hope Help is coming.  ?? :woot:  :innocent:

THANE, thank you for such a quick help. Everthing sounds easy and I understand all, and I run to fix my problem. Also visiting the BugGenie. Now I tried it 20 times, but not work. I have in my executable listed: Skyrim  -  Skyrim Launcher  -  Loot  -  TES5Edit  -  that`s it, not so much. or add tne FNIS, a changed the positions of the existings en varios order, alphabetic up and down also, mixed .... but if I add, nothing.FOr shure. FNIS is in the right place. it`s also confirmed at the left sidelist. Should I also give this report to Tannin? What do you thinK, more than a usual problem?  Hope Help is coming.  ?? :woot:  :innocent:

Stop, sorry, one executable:  SKSE  logical

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The easiest fix for you I would suggest is to simply use a version before 1.3.10. Let this issue get settled and a new release comes that addresses it and then upgrade to that.

 

Also since FNIS was in your list of tools doesn't in itself make this an issue with FNIS in MO, which is what this specific thread is for.

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The easiest fix for you I would suggest is to simply use a version before 1.3.10. Let this issue get settled and a new release comes that addresses it and then upgrade to that.

 

Also since FNIS was in your list of tools doesn't in itself make this an issue with FNIS in MO, which is what this specific thread is for.

OK, That sound very locical. I will try this.  Sorry, one more question: update is almost very easy,  but backdate?  have I deinstall 1.3.10 and new install a old one, the 1.3.8 ? Hope my mod-list will not canceld. 

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OK, That sound very locical. I will try this.  Sorry, one more question: update is almost very easy,  but backdate?  have I deinstall 1.3.10 and new install a old one, the 1.3.8 ? Hope my mod-list will not canceld. 

one step further: the last question is needless.  I did the backdate to 1.3.8; and by the first try FNIS is now a executable by MO again. It works, no warnings. :woot:

InGame-test even not controlled, but normally, what should happend? More Information after some InGame-experience will follow.  :;):  

It would be interesting, to update NOW, when FNIS is incl. the executable list, but I`m really do not trust myself, so I will wait a while.  ::|:

THANK YOU!!!!  :thumbsup:  :thumbsup:  :thumbsup:

The  "not-to-endores-problem" is still on, as also in 1.3.10 still was". Hope that it will be fixed in a further update. :^_^:

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I wonder if I could call on some testers to examine the validity of this user's premise.

@Sacremas, who apparently has a MO&FNIS specific guide on the LL forum, has corresponded with me and stated the following:

 

Run a profile with Creature Pack installed, make your FNIS output a new mod like "FNIS files for Herman the Dragonporn" then make a new profile without Creature Pack for "Herman the Dragonborn", no creature pack enabled same FNIS install, even without creature pack enabled you'll have the deinstall creature pack button lit up, meaning creature pack has changed that instance of FNIS. Go ingame without enabling creature pack after generating your FNIS output and making a new FNIS Files mod (without the old one enabled) and if you have Convenient Horses (adds horse tail animations) then your horses will be frozen on a new game/profile. That's how it happened 100 % on my side at least. I merge Creature Pack into main FNIS files just for order's sake and so that I don't forget to disable or enable it with the correct FNIS version and potentially break FNIS.

 

The idea is that he reckons you need two distinct installations of FNIS, one with the Creature Pack merged into it and one without or else you animations are borked on new and existing profiles.

I on the other hand think this is unneccessary and my experience with FNIS differs dramatically with his. Take for example the point he makes about the "De-install Creatures" button always being active and my experience as seen in this screengrab.

FNIS--output.gif

url if there issues with it is: https://www.dropbox.com/s/20st09muruph3mr/FNIS--output.gif?dl=0

 

Has anyone seen any issues with FNIS not showing the correct animations with different profiles based on whether FNIS mods are active or not?

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All sorted. There are no other odd circumstances in the setup other than that already noted, the merging of the FNIS -- Creature Pack into the main FNIS mod. This is the sole reason for the "hacky" workaround implemented.

I'll post a rebuttal on the FNIS page to this suggested "fix" and set him straight as to his idea of a better MO management.

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You need to be careful that you don't share output between mods. I was playing around last night with a rather large set of FNIS mods in a different profile.

 

I have been doing benchmarks all day and finally got to the STEP Extended configuration in my STEP profile.

I enabled the FNIS output that I had previously made for Step Extended. 

 

When I ran my benchmark, in this case, the opening carriage ride, the animation was broken. The carriages were stuck.

I ended up redoing the FNIS steps and making a new output mod folder. This fixed the problem.

 

Most likely an error on my part. I thought I had everything tagged and had 2 separate sets. The one thing they shared is the base FNIS mod. I thought this was clean. ie now information gets dumped into, but perhaps not.

 

In any case, I now have 2 FNIS mod folders and 2 FNIS Output folders. One for my base STEP Extended profile. One for my FNIS adventures.

 

Using MO in all it glory.

 

Remember you change the content of a mod it affects all profiles that include the mod. Much like your bash patches.

FNIS is an excellent example where care must be taken to keep different profiles from mixing. Unless of course that's what you what. 

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...

In any case, I now have 2 FNIS mod folders and 2 FNIS Output folders. One for my base STEP Extended profile. One for my FNIS adventures.

 

...

If by that you mean two installations of the mod that contains the FNIS tool: GenerateFNISforUsers.exe, then I have to disagree.

It is not advisable to have two installs of the tool as there is nothing in that mod itself that gets changed when you run FNIS, everything is found in the output folder.

 

This is because, although we install FNIS like we do mods, it isn't one, it is a tool, and the consequences of installing it poorly or carelessly are felt everywhere.

 

You should have only one FNIS main install, plus the animation mods you use and the FNIS -- Output from each time you run the tool with the respective mods. Anything other than this is only going to confuse the situation.

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Hi,

 

I've been sent by the official forum :)

Like I said there, I have never used this mod, however I have never been able to uninstall it.

 

Here is what I tried:
- uncheck FNIS in left column, launch the game -> charater frozen (can move but no animation)
- uncheck FNIS, try to launch FNIS generator in MO -> impossible, since FNIS is unchecked
- uncheck FNIS, run FNIS generator from the explorer -> character frozen

For now I have to run FNIS generator with every new character.

 

Could someone explain step by step how to uninstall it using Mod Organizer? That would be great!

Edited by ritiyu
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Welcome @ritiyu.

 

When you install FNIS you should have a mod in the 'left-hand' pane called "FNIS -- Always Necessary" (or something similar), this is the mod that contains the actual FNIS tool. You should never deactivate this mod as doing so will cause the shortcut link to the tool to fail, as you have found.

Next you can install some animation mods such as those from the FNIS page: Creature Pack or Spells or some other animation mod from another author.

These animation mods should be placed after the main FNIS mod in the 'left-hand' pane.

Next you must run the tool to generate the output specific to your game. Doing so creates a series of files in the 'overwrite' folder and this will need to be turned into a mod by: right-click -- 'Create mod...' and name it something specific to your profile such as: FNIS -- Output -- Magic user

This newly created mod is place AFTER the animation mod(s) that were active when you created it.

e.g.

* FNIS -- Always Necessary

* FNIS -- Spells

* Some animation mod for magicians

* FNIS -- Output -- Magic User

 

Now since you want to un-install FNIS you work in reverse.

Simply unchecking all those mods should be sufficient to remove it as no other files are touched by running the tool if you created a mod from the 'overwrite' folder.

 

This is of course contingent on you having installed all of these mods correctly using MO and having nothing from a previous non-MO installation in your Data folder.

 

The biggest mistake people make is to leave the output in the 'overwrite' folder or to merge it into an existing mod. Do not do this.

The de-activation of that one output folder/mod is all that is needed to restore the game's animations to vanilla.

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Now I know I probably just made some stupid mistake along the way, but I can't seem to fix this for the life of me, so...

When I installed FNIS on MO I followed a youtube tutorial by gopher (the video below) and all was going well until, as you can see in the screenshot, FNIS refuses to open from MO. (view screenshot now so what I say next makes sense) I clicked "yes" for view more info and made sure I was in compliance with the solution, but to no avail. please note that FNIS opens without problems if I open its "GenerateFNISforUsers.exe" file directly (My screenshots were to big to upload more than one, and I didn't feel like going through the trouble of shrinking the other two, so you'll just have to take my word on that.)

 

Thanks for taking the time to help, as I am thoroughly stumped on this one and would prefer to find a solution that does not require me to do without MO. That's about it, if I can provide any more info to help narrow down the possible causes please let me know.

 

post-7913-0-78494000-1442139640_thumb.png

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