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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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yes i did. but it didnt changed something...


Both your 'Edit' questions relate to how other tools see the file structure you have installed in MO.

Answer to both is: ALL tools must be run from within MO to allow them to see these mods.

i know i started them via MO and i have still that problem

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My MO really dont use the virtual File structure....

 

20151009at25wtaxnoscb.png

 

20151009at2c5ktgx2d41.png

 

and here is the text of my ini File. can somone chack, if this is all right?

 

[General]
selected_profile=Default
ask_for_nexuspw=true
gamePath=C:\\Steam Games\\SteamApps\\common\\Skyrim
motd_hash=2327740679
first_start=false
mod_list_state=@ByteArray(\0\0\0\xff\0\0\0\0\0\0\0\x1\0\0\0\0\0\0\0\a\x1\0\0\0\0\0\0\0\0\0\0\0\bD\0\0\0\x2\0\0\0\x6\0\0\0\n\0\0\0\x2\0\0\0\n\0\0\x5\x1\0\0\0\b\x1\x1\0\x1\0\0\0\0\0\0\0\0\x1\0\0\0\x14\xff\xff\xff\xff\0\0\0\x81\0\0\0\0\0\0\0\b\0\0\x1\x81\0\0\0\x1\0\0\0\0\0\0\0P\0\0\0\x1\0\0\0\0\0\0\0\0\0\0\0\x1\0\0\0\0\0\0\0\x95\0\0\0\x1\0\0\0\0\0\0\0\xf4\0\0\0\x1\0\0\0\0\0\0\0Z\0\0\0\x1\0\0\0\0\0\0\0\0\0\0\0\x1\0\0\0\0\0\0\x1M\0\0\0\x1\0\0\0\0\0\0\x3\xe8)
plugin_list_state="@ByteArray(\0\0\0\xff\0\0\0\0\0\0\0\x1\0\0\0\0\0\0\0\x3\x1\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\x1\xf7\0\0\0\x4\x1\x1\0\x1\0\0\0\0\0\0\0\0\x1\0\0\0\x64\xff\xff\xff\xff\0\0\0\x81\0\0\0\0\0\0\0\x4\0\0\0\xa1\0\0\0\x1\0\0\0\0\0\0\0\x32\0\0\0\x1\0\0\0\0\0\0\0;\0\0\0\x1\0\0\0\0\0\0\0\xe9\0\0\0\x1\0\0\0\0\0\0\x3\xe8)"
group_state=0
window_geometry=@ByteArray(\x1\xd9\xd0\xcb\0\x2\0\0\0\0\0\x36\xff\xff\xff\xf8\0\0\a\x87\0\0\x4?\0\0\0\x9c\0\0\0\xb9\0\0\x4\x39\0\0\x3~\0\0\0\0\x2\0\0\0\a\x80)
window_split=@ByteArray(\0\0\0\xff\0\0\0\x1\0\0\0\x2\0\0\x5\x11\0\0\x2\x17\x1\xff\xff\xff\xff\x1\0\0\0\x1\0)
log_split=@ByteArray(\0\0\0\xff\0\0\0\x1\0\0\0\x2\0\0\x2\x62\0\0\0\x64\x1\xff\xff\xff\xff\x1\0\0\0\x2\0)
browser_geometry=@ByteArray(\x1\xd9\xd0\xcb\0\x2\0\0\0\0\0\0\0\0\0\0\0\0\x3\xef\0\0\x2\xed\0\0\0\0\0\0\0\0\0\0\x3\xef\0\0\x2\xed\0\0\0\0\0\0\0\0\a\x80)
filters_visible=false
manage_bsas=true
selected_executable=8
backup_install=false
mod_info_tabs=@ByteArray(\0\0\0\t\0\0\0\xe\0t\0\x61\0\x62\0T\0\x65\0x\0t\0\0\0\f\0t\0\x61\0\x62\0I\0n\0i\0\0\0\x12\0t\0\x61\0\x62\0I\0m\0\x61\0g\0\x65\0s\0\0\0\xe\0t\0\x61\0\x62\0\x45\0S\0P\0s\0\0\0\x18\0t\0\x61\0\x62\0\x43\0o\0n\0\x66\0l\0i\0\x63\0t\0s\0\0\0\x1a\0t\0\x61\0\x62\0\x43\0\x61\0t\0\x65\0g\0o\0r\0i\0\x65\0s\0\0\0\x10\0t\0\x61\0\x62\0N\0\x65\0x\0u\0s\0\0\0\x10\0t\0\x61\0\x62\0N\0o\0t\0\x65\0s\0\0\0\x10\0t\0\x61\0\x62\0\x46\0i\0l\0\x65\0s)
 
[PluginPersistance]
Python%20Proxy\tryInit=false
 
[customExecutables]
1\title=SKSE
1\custom=false
1\toolbar=false
2\title=Skyrim
2\custom=false
2\toolbar=false
3\title=Skyrim Launcher
3\custom=false
3\toolbar=false
size=8
4\title=LOOT
4\custom=false
4\toolbar=false
5\title=BodySlide
5\custom=true
5\toolbar=false
5\binary=C:/Steam Games/SteamApps/common/Skyrim/Mod Organizer/mods/Calientes Beautiful Bodies Edition -CBBE-/CalienteTools/BodySlide/BodySlide.exe
5\arguments=
5\workingDirectory=C:/Steam Games/SteamApps/common/Skyrim/Mod Organizer/mods/Calientes Beautiful Bodies Edition -CBBE-/CalienteTools/BodySlide
5\closeOnStart=false
5\steamAppID=
6\title=FNIS
6\custom=true
6\toolbar=false
6\binary=C:/Steam Games/SteamApps/common/Skyrim/Mod Organizer/mods/Fores New Idles in Skyrim - FNIS/tools/GenerateFNIS_for_Users/GenerateFNISforUsers.exe
6\arguments=
6\workingDirectory=C:/Steam Games/SteamApps/common/Skyrim/Mod Organizer/mods
6\closeOnStart=false
6\steamAppID=
1\ownicon=false
2\ownicon=false
3\ownicon=false
4\ownicon=false
5\ownicon=false
6\ownicon=false
7\title=Tes5Edit
7\custom=true
7\toolbar=true
7\ownicon=false
7\binary=C:/Steam Games/SteamApps/common/Skyrim/TES5Edit/TES5Edit.exe
7\arguments=
7\workingDirectory=
7\closeOnStart=false
7\steamAppID=
8\title="Commander "
8\custom=true
8\toolbar=false
8\ownicon=false
8\binary=D:/Program Files (x86)/FreeCommander XE/FreeCommander.exe
8\arguments=
8\workingDirectory=
8\closeOnStart=false
8\steamAppID=
 
[recentDirectories]
size=3
1\name=editExecutableBinary
1\directory=D:/Program Files (x86)/FreeCommander XE
2\name=editExecutableDirectory
2\directory=C:/Steam Games/SteamApps/common/Skyrim
3\name=installMod
3\directory=I:/Games/Nexus Mod Manager/Skyrim/Mods
 
[servers]
CDN=@Variant(\0\0\0\b\0\0\0\x5\0\0\0\xe\0p\0r\0\x65\0m\0i\0u\0m\0\0\0\x1\0\0\0\0\x12\0p\0r\0\x65\0\x66\0\x65\0r\0r\0\x65\0\x64\0\0\0\x2\0\0\0\0\0\0\0\x10\0l\0\x61\0s\0t\0S\0\x65\0\x65\0n\0\0\0\xe\0%~\xd3\0\0\0\x1a\0\x64\0o\0w\0n\0l\0o\0\x61\0\x64\0S\0p\0\x65\0\x65\0\x64\0\0\0\x6\x41\xb1\xd2\x63@\0\0\0\0\0\0\x1a\0\x64\0o\0w\0n\0l\0o\0\x61\0\x64\0\x43\0o\0u\0n\0t\0\0\0\x2\0\0\0\xf8)
 
[CompletedWindowTutorials]
InstallDialog=true
 
[settings]
hide_unchecked_plugins=false
force_enable_core_files=true
compact_downloads=false
meta_downloads=false
load_mechanism=0
download_directory=I:\\Games\\ModOrganizer
language=de
log_level=0
nexus_login=true
offline_mode=false
use_proxy=false
display_foreign=true
nmm_version=0.52.3
style=Fusion
nexus_username=CaptainxCrunchx
nexus_password=7coTNFuzE5Vt
 
[Plugins]
BSA%20Extractor\enabled=false
Basic%20diagnosis%20plugin\check_conflict=true
Basic%20diagnosis%20plugin\check_errorlog=true
Basic%20diagnosis%20plugin\check_font=true
Basic%20diagnosis%20plugin\check_missingmasters=true
Basic%20diagnosis%20plugin\check_modorder=true
Basic%20diagnosis%20plugin\check_overwrite=true
FNIS%20Checker\enabled=false
FNIS%20Checker\sensitive=false
Fomod%20Installer\enabled=true
Fomod%20Installer\prefer=true
INI%20Editor\associated=true
INI%20Editor\external=false
Python%20Proxy\enabled=true
Python%20Proxy\python_dir=
Simple%20Installer\enabled=true
Simple%20Installer\silent=false
Basic%20diagnosis%20plugin\ow_ignore_empty=false
Basic%20diagnosis%20plugin\ow_ignore_log=false
 
[pluginBlacklist]
size=0
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Your INI shows a recent directory you viewed is:

I:/Games/Nexus Mod Manager/Skyrim/Mods

 

Are you still using NMM alongside MO? If you are you will need to stop. Mods loaded by NMM will be in the Data folder and MO will not be able to manage them properly.

 

I'm bemused as to why FreeCommander isn't seeing the current profile modlist. Can you create a new profile and load in only half of those mods and check if it is seen?

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This is no longer a FNIS question so can you please start a new topic.

 

In that topic I want you to paste an archive of your MO logs folder. To make them as small as possible delete everything in them first and then try to load a profile into Skyrim or FreeCommander. This will generate only the entries for that session.

 

This is not a known issue, in fact I know of no other user that has this happen to them. Just to clarify there isn't really a virtual-file-system as such, it's more like a trick of folder locations sent to the programs called from MO.

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ok but i fixed it by install MO in a new folder in the skyrim folder.

i Dont know why, but it fixed that problem. bi i still need to reinstall all 300 mods -.- crap

I'm glad that you fixed it but I'm dubious of the reason for the change. There is no solid reason why a simple directory change would account for this behaviour.

 

One thing that I have just now noticed about your setup, you had your MO installed onto an 'I:' drive.

Where was this drive and how is it connected to your system? Is it a NAS or some other network attached device?

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Hey folks. I appear to have some problem with FNIS within MO too. (=
Just like Gebiiiter, FNIS, when started within MO, does not recognize MOs virtual mod structure (I guess) and always tries to search directly in Skyrim:

>>Warning: Generator not run from a legal (Steam) Skyrim installation directory. If you use SKSE, this can be fixed by starting Skyrim once through Steam.<<
FNIS Behavior V5.5 fix1   17.10.2015 10:44:48
Skyrim: 1.9.32.0 -
Generator: C:\Program Files\Steam\steamapps\common\Skyrim\data\tools\GenerateFNIS_for_Users\GenerateFNISforUsers.exe
<---(appears to be the problem i guess)

 

and then finally stoping with ERROR(5)

 

 

I surely installed Skyrim correct via steam, and when starting FNIS from C:\Program Files\Mod Organizer\mods\Fores New Idles in Skyrim - FNIS\tools\GenerateFNIS_for_Users directly (without MO) it finds all mods from C:\Program Files\Mod Organizer\mods\ but does not make them available via patch.

 

I installed FNIS acording to the instruction video (https://www.youtube.com/watch?v=6MqZ-EPdBvk) and tried to start skyrim in vanilla several times before triggering FNIS, but still my problem remains. I also ran several execuatables via admin, reinstalled alot of mods and scamped alot with access permissions.

EDIT: I should mention my used versions: (MO - v1.3.11) (FNIS - v5.5) (SKSE - 1.07.03) all working on Windows vista 32bit (I really REALLY know this sucks)

 

In the end, I dont know any further. Is something wrong with my MO? Did I fail with SKSE? And when rearranging my whole MO directly into Skyrim is the last solution, how can I do it quick without any losses?

 

I apologize if anything of this is already solved. I appreciate any help! (=

Edited by HughMan
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If you installed a legal copy of Skyrim via Steam, you need to run Skyrim Launcher (Steam\SteamApps\common\Skyrim\SkyrimLauncher.exe) once from the desktop so it can set up the registry and create the INI files. After you've run Skyrim Launcher, you can now run Mod Organizer and then run FNIS from within Mod Organizer.

 

 


>>Warning: Generator not run from a legal (Steam) Skyrim installation directory. If you use SKSE, this can be fixed by starting Skyrim once through Steam.

 

If you still get the above message after running Skyrim Launcher, FNIS is saying it thinks you have a pirated copy of Skyrim and refuses to work.

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Hey Greg, thank you for your answer.
I installed my legal Skyrim properly on C:\Program Files\Steam\steamapps\common\Skyrim\ on 11.11.2011 (indeed right after release cause huge fanboy) and everything about it appears to be correct.
I also ran Skyrim from desktop (with and without admin settings) but FNIS still announces this error *Error(5)*

 

After about two hours of copying my whole MO directory from C:\Program Files\Mod Organizer\mods\ into my Skyrim dircetory, everything with FNIS seems to work fine again. I guess my problem is solved.
But I still wonder, why the f*ck does this make a difference? And, to be honest, I might have screwed up my MO myself, cause I decided it would be a good idea to update all mods and plugins. Everything with MO not being in Skyrim directory worked just fine before that. I used an older version of MO, SKSE and FNIS till then. Errors occured after updating all theses.

So in conclusion, better put ya MO stuff into Skyrim directory! I just hesitated to copy all dem 90 mods into Skyrim, because my PC performance made a huge thing outa it. It was pretty easy. Just install MO (via unzip) into your Skyrim (NOT data) directory and copy your old directories into it, without overwriting any exes or dlls. Then you might need to reorganize or reinstall some mods/plugins within MO again, but that should be it.

In the end, I still think the problem lies within the MO/FNIS relationship, because I made sure and rechecked if everything was properly installed (according to STEP guide)
I still thank everyone for this constructive forum I hade the pleasure to spent some time with. I hope my contribution might help others and keep up the good work. (=

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I find it rather curious that FNIS works after move the Mod Organizer folder somewhere else, but I suspect it likely is due to permissions given that Mod Organier and the mods are installed in C:\Program Files. When FNIS runs it creates several temp files in the same folder as GenerateFNISForUsers.exe and then moves the files to the target directory so they end up in Mod Organizer's Overwrite folder.

 

For what it's worth, I keep Mod Organizer and other Skyrim-related applications installed in folders owned by me outside C:\Program Files so permissions aren't an issue.

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Hi again,

 

now i have an other problem. the problem ist that when i run GenerateFNISforUsers.exe through MO and i select a animation to patch there always pop a window out. This window tolds me that the Index was outside the array range. 

 

fnisproblemd32xeohzmy.png

 

the window in english: 

Unhandled exception in the application . Click Continue to ignore the error and continue the application . If you click Quit , the application will be terminated immediately

 

 

and this is showen in the details button:

 

anstelle dieses Dialogfelds finden Sie am Ende dieser Meldung. i have translated the german party in english:
 
************** Ausnahmetext **************
System.IndexOutOfRangeException: Der Index war außerhalb des Arraybereichs. (Index was outside the array range)
   bei GenerateFNISforUsers.GenerateFNISUsers.Patch_ListBox_SelectedIndexChanged(Object sender, EventArgs e)
   bei System.Windows.Forms.ListBox.OnSelectedIndexChanged(EventArgs e)
   bei System.Windows.Forms.CheckedListBox.OnSelectedIndexChanged(EventArgs e)
   bei System.Windows.Forms.ListBox.WmReflectCommand(Message& m)
   bei System.Windows.Forms.CheckedListBox.WmReflectCommand(Message& m)
   bei System.Windows.Forms.ListBox.WndProc(Message& m)
   bei System.Windows.Forms.CheckedListBox.WndProc(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
 
 
************** Geladene Assemblys ************** (Loaded Assemblys)
mscorlib
    Assembly-Version: 4.0.0.0.
    Win32-Version: 4.6.106.0 built by: NETFXREL2STAGE.
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll.
----------------------------------------
GenerateFNISforUsers
    Assembly-Version: 5.5.1.0.
    Win32-Version: 6.0.0.1.
    CodeBase: file:///C:/Steam%20Games/SteamApps/common/Skyrim/data/tools/GenerateFNIS_for_Users/GenerateFNISforUsers.exe.
----------------------------------------
Microsoft.VisualBasic
    Assembly-Version: 10.0.0.0.
    Win32-Version: 14.6.81.0 built by: NETFXREL2.
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll.
----------------------------------------
System
    Assembly-Version: 4.0.0.0.
    Win32-Version: 4.6.79.0 built by: NETFXREL2.
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll.
----------------------------------------
System.Core
    Assembly-Version: 4.0.0.0.
    Win32-Version: 4.6.81.0 built by: NETFXREL2.
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll.
----------------------------------------
System.Windows.Forms
    Assembly-Version: 4.0.0.0.
    Win32-Version: 4.6.79.0 built by: NETFXREL2.
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll.
----------------------------------------
System.Drawing
    Assembly-Version: 4.0.0.0.
    Win32-Version: 4.6.93.0 built by: NETFXREL2STAGE.
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll.
----------------------------------------
System.Runtime.Remoting
    Assembly-Version: 4.0.0.0.
    Win32-Version: 4.6.79.0 built by: NETFXREL2.
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Remoting/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll.
----------------------------------------
mscorlib.resources
    Assembly-Version: 4.0.0.0.
    Win32-Version: 4.6.79.0 built by: NETFXREL2.
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/mscorlib.resources/v4.0_4.0.0.0_de_b77a5c561934e089/mscorlib.resources.dll.
----------------------------------------
System.Windows.Forms.resources
    Assembly-Version: 4.0.0.0.
    Win32-Version: 4.6.79.0 built by: NETFXREL2.
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms.resources/v4.0_4.0.0.0_de_b77a5c561934e089/System.Windows.Forms.resources.dll.
----------------------------------------
 
************** JIT-Debuggen **************
Um das JIT-Debuggen (Just-In-Time) zu aktivieren, muss in der
Konfigurationsdatei der Anwendung oder des Computers
(machine.config) der jitDebugging-Wert im Abschnitt system.windows.forms festgelegt werden.
Die Anwendung muss mit aktiviertem Debuggen kompiliert werden.
 
(To enable JIT debugging ( Just- In-Time ) , has in the

Application configuration file or the computer
( machine.config ) the jitDebugging value in section establishes System.Windows.Forms .
The application must be compiled with debugging enabled .)

 
 
 
Zum Beispiel:
 
<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>
 
Wenn das JIT-Debuggen aktiviert ist, werden alle nicht behandelten 
Ausnahmen an den JIT-Debugger gesendet, der auf dem
Computer registriert ist, und nicht in diesem Dialogfeld behandelt.
 
(When JIT - debugging is enabled, all can not be treated

Exceptions to the JIT - Debugger sent the DM
Computer is registered , and be handled by this dialog box.)

Edited by Gebiiiter
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I'm getting a strange error with the new FNIS 6.0. It seems to happen if I have any non FNIS animation mods installed (like YY or Pretty combat animations.) Once I get the 53 error it wont finish, However if I leave the error tool in my mod organizer over ride folder and run FNIS again I don't seem to get any errors. Is this normal? The error started after I updated to 6.0 but reverting to an old version of FNIS doesn't seem to help.

ERROR(53): Could not find file 'C:\Program Files\Steam\SteamApps\common\Skyrim\data\meshes\actors\character\behaviors\0_master.hkx'.

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I've just now installed FNIS onto a brand new system with all new Skyrim and tools and I don't see this behaviour.

This is usually an error with access privileges so I can only suggest you move your Skyrim install out of "Program Files". Other than that I suggest you remove your current FNIS, if you installed version 6.0 over the previous version, and re-install. TBH that shouldn't be an issue but it wouldn't hurt.

 

If your installation is okay and you have no access privilege issues, just ensure the order of the animations is correct and MO has them loading AFTER FNIS with the output from "Overwrite" saved into a new mod and loading after those.

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