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Behavior Files V3 3 2 -- Always Necessary-11811-.7z



Use animations exclusive to the player in an EASY way? Install FNIS PCEA2 and see the potentialBored of all females walking the same? FNIS Sexy Move will change thatReady to explore Skyrim from above? Install FNIS Flyer and off you goWant to see creatures animated by custom FNIS behaviors? Go and get FNIS Zoo (NOT AVAILABLE YET for SSE)You are a modder, and want to understand the contents of behavior files? CondenseBehavior represents Behaviors in a condensed formYou are a modder, and interested in Behaviors? Download FNIS for Modders Documentation V6.2 (or later) from the (FNIS for Skyrim) Files section


The main file of FNIS, FNIS Behaviors, is a tool, NOT a mod. Actually 2 tools. Mod authors can use the modders tool to generate behavior files to add new custom animations to their own mods. The other one, the users tool, then will collect the data for all FNIS dependent tools on the user PC and then integrate that into the user's Skyrim installation.




Behavior Files V3 3 2 -- Always Necessary-11811-.7z




To hook new animations into the sytem, it is necessary to modify original ("vanilla") behavior files for characters and creatures. Because of the anti-modding structure of these behaviors there cannot be 2 mods that modify the same behavior files.


Mods that use FNIS are providing animation lists, simple text files that tell FNIS with a variety of parametwers, how to introduce the animations into Skyrim. The FNIS user tool then collects all this data and creates ONE set of modified behavior files which have all the information needed. No mod author has to touch behavior files, and no animation mod is incompatible with the others. Provided that they all use FNIS as their framework.


To make 2 behavior modifying mods compatible, they have to be integrated into one set of behaviors. That's why GenerateFNISforUsers.exe has an integrated "Patch Management", which takes care of necessary Behavior changes for other behavior changing mods, like PC Exclusive Animation Path. However, FNIS will not include other (animation) files from these mods. So if you want to use the patches, you will still have to install these mods as well, before running the generator.


There are 3 more patches without required base mods:-SKELETON arm fix: this change (originally introduced by mirap for CHSBHC) fixes arm animation glitches in many animations, caused by the additional bones in custom skeletons. This patch checks for the actually installed skeletons (female and male), and applies skeleton specific modifications to the behavior files.-GENDER specific animations: in Skyrim only a few animations are defined gender specific (different animations in the "Animations/female" and "Animations/male" folder. This patch allows you to make other animations gender specific provided they are "properly" created by the animators, see the Note). If you want to use such animations (e.g dualsun's Pretty Combat Idles SSE), simply copy them into your "Animations/female" (or "male"), and use this patch.-HKX File Compatibility Check Skyrim/SSE: Cross-using behavior, skeleton, and animation files between Skyrim and Skyrim SE will result in the well-known t-pose. General t-pose when behavior or skeleton files from the other Skyrim are used, animation-long t-pose in case of cross-used animations. This patch will check for such bad files. Obviously, it only makes sense to use this patch if you experience t-pose situations. And FNIS will not keep this patch ticked for more than one FNIS generation.


I'm a modder and have a mod which conflicts with the behavior files modified by FNIS. How can I be compatible with FNIS?Talk to me. I can add your behavior changes as patches to the FNIS generator. However, I have ONE big requirement: I'm not going to figure out what your changes are compared to the vanilla xml file. That can be a verytedious task. I need EXACTLY what you changed in the vanilla file (similar to a UNIX diff).


-Create a temporary directory (name of your choice)-Download FNIS Behavior SE V7_6 into -If you want to use Creature Animation mods: Download Creature Pack V7_0 into -Download FNIS Spells V5_0_1 -- ADD-ON for the spells into -Open and extract FNIS Spells 5.0.1.7z with your favorite archive program (e.g. 7zip) into into -Open and extract Creature Pack V7.6.7z into into -Open and extract FNIS Behavior 7.6.7z into into - Say "Yes" when asked to "Integrate...". Now you should have a "/Data" folder with 3 subfolders: "Meshes", "Tools", And "Scripts".-Drag and drop the /Data folder into your Skyrim installation directory (usually C:/Program Files (x86)/Steam/SteamApps/common/skyrimspecialedition). Say "Yes" when asked "Overwrite?", or when asked to "Integrate..."-Install other FNIS dependant mods (see mod list above)-Goto to your Skyrim Installation directory, and from there to Data/tools/GenerateFNIS_for_Users-Start (double-click) GenerateFNISforUsers.exe (part of FNIS Behavior) ABSOLUTELY NECESSARY, or NOTHING works-Select necessary Behavior patches in the Possible Patches field (make sure you have the patched mod installed!)-Click Update FNIS Behavior (this will create your installation-specific behavior files)-Click Behavior Consistence Check (optional, checks if new mods have defined inconsitent stuff)-Click Exit. Say "Yes" when asked to "Create a shortcut on your desktop?" (strongly recommended, you will need the generator quite frequently)-Start Steam and click "Play"-In "Data Files" tick FNIS.esp-In "Data Files" tick FNISSpells.esp


First, if you have the FNIS Creature Pack installed: Open the Generator and press "De-Install Creatures".Then deactivate both FNIS Behavior, FNIS Creature Pack, and FNIS Spells in NMM's Mods tab. That should take care of everything. To be totally sure that there are no behavior remnants, delete the files from the previous Manual Uninstall section, if they should still exist:


-This mod is incompatible with every other mod which modifies behavior files (character or creatures). However, when you are a modder and willing to cooperate, then I'm happy to add your behavior changes as patches into the FNIS generated behaviors. But beware, I need precise information about your changes, as delta to the original files. It really pays to document your changes in the behavior files from the beginning of your development. Like you can see it in FNIS' templates for the generated files.


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