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Using FNIS and mods that have 'creature specific' animations


Question

Posted

Whilst trying to track down an issue with another user from LL, (don't ask me what the mods are, you really don't want to know.) we noticed an odd behaviour regarding animations and how they are saved in MO after you run the FNIS tool.

 

Normally when you run ANY tool in MO the files that exist already in the VFS are updated and any NEW files that are created are sent to 'Overwrite', where you can decide if they need to made into a mod or discarded. This is how everyday FNIS use is when we add mods that have animations that affect the actor or the player's character or NPCs.

 

Now when you add a mod that has creature animations, such as the ones in the initial situation, (considering the site they came from you can imagine what they contain  :O_o: ) FNIS somehow handles these differently and the resultant *.hkx files are actually saved into the MAIN FNIS mod and are now active in EVERY profile that you have FNIS active.

This is completely different to PC & NPC animations where you can have the FNIS output from 'Overwrite' made into a profile specific mod that can be de/activated at will.

 

What this means is the MAIN FNIS mod is now changed to contain animations specific to those mods and if those plugins necessary for those animations are not active, such as in another profile or if you remove those mods, you will have frozen or T-posed creatures in your game.

 

How to fix this situation?

 

The first thing you might consider is to run the "De-install creatures" function from inside the FNIS tool. This will in fact remove these newly created animations from inside the MAIN FNIS mod but it also removes the *_TEMPLATES specific to each creature from inside the FNIS -- Creature Pack, necessary for the functionality of these mods.

This means if you want to install another mod that also has creature animations FNIS will complain that Creature Pack is missing, despite the fact the mod is still installed. MO is unaware that the TEMPLATES inside it have been removed.

So, after running the "De-install creatures" function you MUST re-install the FNIS -- Creature Pack.

(Now after bringing this to @fore's attention he has agreed to change the functionality of that button to leave behnd the TEMPLATES, but this won't be in place until the new version of FNIS is released.)

 

Here is my MO log from running FNIS with a creature animation mod installed.

Here is the Bug Genie report that is now closed because @tannin can't see how it is related to how MO's code works.

 

What we need to do is see if it is in fact an error caused by the code in FNIS or MO and then bring it to the attention of either author.

We also should consider re-evaluating the install instructions of FNIS inside MO to avoid this issue. There are possibly a few ways this can be avoided.

 

The biggest problem is the MAIN FNIS mod contains the tools needed to update the animations. The original soultion posed by this user was to have multiple installs of FNIS, specific to each profile. Whilst I originally criticised this idea it does now look to be a good option, except for the need to update multiple copies of the mod with each new FNIS version and then ensure the shortcuts to those tools are correct each time. Very problematic.

 

Splitting the FNIS install into two: tools and scripts in one mod and the basic meshes in another unfortunately doesn't work since running the tool still places the new *.hkx files into the mod that contains the FNIS tool, not the one with the meshes, thus defeating the purpose of splitting them.

 

What anyone that uses FNIS, to provide creature animations needs to do, is re-install the Creature Pack each time after choosing "De-install creatures", at least until the new FNIS version is released.

 

If anyone can think of a clean and easy way to maintain profile specific versions of the FNIS mod, please post here as I am currently devising a "simple" method for all MO users to run this tool.

Or if you can pinpoint the error as from either FNIS or MO let me know and we can get either author to change it.

 

EDIT: 1)

I just now tried to make an already existing mod that contains the various creature animations and have that active alongside the FNIS -- Creature Pack. No change, although the established MO behaviour would dictate these already existing files would be UPDATED, new files are again place inside the MAIN FNIS mod. Very weird.

I've PMd @fore to get some input into how he has his code working, ie. does NPC & PC animations have to be treated differently to creature ones, and whether his code specifically treats them as different and if so why.

Further both @Greg and myself are examining the VB code for it, to see if there is some trick to this odd behaviour.

 

EDIT: 2)

Looking at the MO logs seems to show that the FNIS code uses variables for the paths used by actor animations but it uses commandline functions to go back through the directory tree twice before saving the files in the meshes folder when dealing with creature animations.

It is shown thus:

DEBUG (09:35:56.0227): create process (w) null - ".\hkxcmd.exe" convert -v:WIN32 "temporary_logs\atronachstormcharacter.xml" "..\..\meshes\actors\atronachstorm\characters\atronachstormcharacter.hkx" (in C:\Program Files (x86)\Steam\steamapps\common\Skyrim\data\tools\GenerateFNIS_for_Users) - hooking

compared to this:

DEBUG (09:35:51.0557): create process (w) null - ".\hkxcmd.exe" convert -v:WIN32 "temporary_logs\defaultmale.xml" "defaultmale.hkx" (in C:\Program Files (x86)\Steam\steamapps\common\Skyrim\data\tools\GenerateFNIS_for_Users) - hooking

I still can't see why MO would follow that and place them in that folder and not the 'Overwrite' since none of these files exist beforehand in the VFS.

Recommended Posts

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Posted
  On 1/5/2016 at 12:01 PM, randomnessincarnate said:

here is mo log or at least what i think you meant by mo log

 

 

  Reveal hidden contents

 

 

where is the modlist.txt or if this log i posted is it where is the mo logs

The modlist is in a folder under another folder called "profiles" in the MO installation. In your case it is called "solo game".

Were there no other logs in the folder where you found this log? Anything called something like: ModOrganizer_16_01_05_22_42.log? At this stage I haven't seen any diagnostic material about what is/isn't happening with FNIS. Can you post a screen shot of the FNIS screen showing the error message, or after you run FNIS can you post this file:

D:\steam&maybe other game stuff\steamapps\common\Skyrim\Mod Organizer\overwrite\tools\GenerateFNIS_for_Users\temporary_logs\GenerateFNIS_LogFile.txt
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Posted (edited)

ok sorry really new to this so no idea what i should give here is the mod


modlist.txt.2016_01_02_15_42_25


  Reveal hidden contents



file was to big so broke it down into pieces just in case you wanted to see all of it

 

i put in part 1 but can't put in others because it won't let me upload more then 500 kb and theres about 3.95 mb left of the log  and no idea how much you need to help me

 

edit ((also sorry if i took to long to reply was trying to cut the log down into 8 pieces only to find out that its 500kb period instead of per post ))

saved debug info.txtFetching info...

Edited by randomnessincarnate
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Posted

modlist.txt.2016_01_02_15_42_25 is not the same thing as ModOrganizer_16_01_05_22_42.log!  :huh: 

 

What you have provided is the modlist from your profile, which is what I also wanted to see, but what I asked about is the full log generated by MO which is in the same place as the last log you posted.

 

Now, straight away I can see that you aren't using MO correctly. You have a number of mods installed into the Data folder and not via MO.

*Unmanaged: dd - realistic ragdoll force - realistic
*Unmanaged: improved container names
*Unmanaged: More Hair Colors (ANGRYZES IS ORIGINAL OWNER!)---
*Unmanaged: PS_StandingStones
*Unmanaged: sksetester
*Unmanaged: unreadbooksglow

These will cause issues with unresolved conflicts. Assuming the order presented is actually what MO is working with then no doubt you will have issues with FNIS and any mods that need it to work. It should be loaded high in the order before any mod that needs it, including those mods you have from LoversLab. I have next to no experience with those mods but the little I did have wasn't easy, so I'm probably not going to be of any help with those.

 

The FNIS log shows many mods are not being read by FNIS with "file not found" messages all through it. You will need to move the necessary mods around so FNIS will see them correctly. There is a user on the LL forum by the name of "Sacremas" I suggest you search him out and ask for his assistance in this matter. He and I corresponded on this matter a while back and knows more about LL mods than I do.

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Posted
  On 1/6/2016 at 7:23 AM, GrantSP said:

modlist.txt.2016_01_02_15_42_25 is not the same thing as ModOrganizer_16_01_05_22_42.log!  :huh: 

 

What you have provided is the modlist from your profile, which is what I also wanted to see, but what I asked about is the full log generated by MO which is in the same place as the last log you posted.

 

Now, straight away I can see that you aren't using MO correctly. You have a number of mods installed into the Data folder and not via MO.

*Unmanaged: dd - realistic ragdoll force - realistic
*Unmanaged: improved container names
*Unmanaged: More Hair Colors (ANGRYZES IS ORIGINAL OWNER!)---
*Unmanaged: PS_StandingStones
*Unmanaged: sksetester
*Unmanaged: unreadbooksglow

These will cause issues with unresolved conflicts. Assuming the order presented is actually what MO is working with then no doubt you will have issues with FNIS and any mods that need it to work. It should be loaded high in the order before any mod that needs it, including those mods you have from LoversLab. I have next to no experience with those mods but the little I did have wasn't easy, so I'm probably not going to be of any help with those.

 

The FNIS log shows many mods are not being read by FNIS with "file not found" messages all through it. You will need to move the necessary mods around so FNIS will see them correctly. There is a user on the LL forum by the name of "Sacremas" I suggest you search him out and ask for his assistance in this matter. He and I corresponded on this matter a while back and knows more about LL mods than I do.

ok thanks and i didn't know that the mods you posted i got on steam i didn't know they would conflict with the mo mods  and i understand so just talk to sacremas about the LL mod issues ? and is there any other issues you can help with? i just want to make sure because i wouldn't want them to get mad because i asked them questions about errors with mo instead of LL related stuff so if theres nothing else besides LL issues just say so

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Posted

Just ask him for assistance in setting the correct order for your mods. He's also very good with FNIS so any issues you may have in the future with these mods he might be able to help.

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Posted
  On 1/6/2016 at 9:10 AM, GrantSP said:

Just ask him for assistance in setting the correct order for your mods. He's also very good with FNIS so any issues you may have in the future with these mods he might be able to help.

ok thanks what do i do if i can't find him?

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Posted
  On 1/6/2016 at 4:08 PM, randomnessincarnate said:

ok thanks what do i do if i can't find him?

Research, my friend. :-)

 

Please don't get me wrong...I'm not being facetious. There are many great resources out there to learn about (Skyrim) modding in general. If you are trying to throw a bunch of different mods together without using a guide, you will need some understanding of modding (basic or advanced will depend on the situation) to get it to work.

 

Hopefully Sacremas can and will help you, but even if he does, I would recommend doing some research on your own. I'm sure you've heard the saying, "If you want something done right, do it yourself!".

 

Good luck!

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Posted
  On 1/6/2016 at 4:08 PM, randomnessincarnate said:

ok thanks what do i do if i can't find him?

Purely coincidentally @Sacremas PMd me on my Nexus account today on another matter and I happened to mention you to him, so he will be expecting someone shortly to ask him something.

I'm assuming you had to make an account on LL to download those files so doing a forum search for his name will get you in contact with him.

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