Guest GaatjeNixaan Posted March 4, 2013 Posted March 4, 2013 Hi, Any modders in here willing to make a complementary mod to this one: http://skyrim.nexusmods.com/mods/27361, making 'the Dark Area" into a modern day (lore unfriendly, I know) SM-dungeon, preferable without have to use FNIS? Cheers, Gaatje
JinZen Posted March 4, 2013 Posted March 4, 2013 Hi, Any modders in here willing to make a complementary mod to this one: http://skyrim.nexusmods.com/mods/27361, making 'the Dark Area" into a modern day (lore unfriendly, I know) SM-dungeon, preferable without have to use FNIS? Cheers, Gaatje You do know the reason for FNIS right ??? FNIS makes animations playable... Meaning that ALL animations done have to be done with FNIS... You want a dark SM Dungeon... without FNIS ??? Sorry to say but there is NO way in HELL you can accomplish that unless you only want the static poses from the vanilla Skyrim... PS: Dark SM Dungeon... ??? Try Vampire Slavers Den...
Guest GaatjeNixaan Posted March 4, 2013 Posted March 4, 2013 Yeah, I sort of knew that, thnx. What I really meant was just have it look that way. That's all. The last time I tried FNIS I fucked up my game and had to start all over again. Don't wanna risk that again...
JinZen Posted March 4, 2013 Posted March 4, 2013 Yeah, I sort of knew that, thnx. What I really meant was just have it look that way. That's all. The last time I tried FNIS I fucked up my game and had to start all over again. Don't wanna risk that again... Okay just let me try to explain you one thing FNIS does NOT ruin a game The mods around FNIS might do that... For example install FNIS and install ZAZ Animation Pack (link in my sig) and you wouldn't have any fucked up crap... ZAP is safe... (well relatively private safe not for work but) There are other mods that aint safe and now I look at for example Animated Prostitution... Simply speaking it's nearly impossible to make an SM Dungeon without FNIS to begin with... You only have the default shackled animations ingame... Go get Puppeteer Master and see for yourself... I think those are the only animations that are open in game to the default ... Not much for an SM Dungeon
myuhinny Posted March 4, 2013 Posted March 4, 2013 Yeah without fnis you wouldn't be able to have much of anything. Also do not put commas and whatnot behind a link when you link something as it breaks them when a person tries to click the link as it gets added to the links link.
Setekh Posted March 4, 2013 Posted March 4, 2013 FNIS doesn't ruin games, careless installation/uninstallation of mods does that. Follow the instructions properly and you should have no issues.
Guest GaatjeNixaan Posted March 4, 2013 Posted March 4, 2013 And I can't vouch for my not having carelessly installed/uninstalled mods, so forget I ever asked. Feel free to close this discussion.
myuhinny Posted March 4, 2013 Posted March 4, 2013 Some mods that use fnis are crappy/glitchy/game breakers. I think AP (animated prostitution) was one of them. Each time you install a game using fnis or install finis you have to go into tools in the skyrim folder and go into GenerateFNIS_for_Users and click the GenerateFNIS_for_Users.exe to add all animations from everything into finis otherwise everyone will look like mannequins with arms at side can move but have no animations so you just slide across the ground.
JinZen Posted March 4, 2013 Posted March 4, 2013 Some mods that use fnis are crappy/glitchy/game breakers. I think AP (animated prostitution) was one of them. Each time you install a game using fnis or install finis you have to go into tools in the skyrim folder and go into GenerateFNIS_for_Users and click the GenerateFNIS_for_Users.exe to add all animations from everything into finis otherwise everyone will look like mannequins with arms at side can move but have no animations so you just slide across the ground. Reminds me I need to clean up that mod ...
WaxenFigure Posted March 5, 2013 Posted March 5, 2013 Fore created a system that allows new animations to be added to the game without each mod trying to do so individually and without the chaos that would generate. More importantly, that code has been updated to make it much easier to use than the original versions. What it lacks is a way to detect that mods and animations have been removed or added automatically though I suppose the SKSE loader could be modified to check and run FNIS user generation every time you start the game. Because of Fore we have a WORKING system to add new animations that's easily used by modders so they don't have to dig into the whole animation system or replace some existing animation in order to get their work added. I think it's time to say, if you don't like the FNIS system then create your own method of doing what he does without damaging the game or just shut the fuck up because you haven't added anything to the game except confirmed your inability to follow the simple instructions Fore has provided. Re-reading that I do seem to come off harsher than I intended but the thought still holds, either create the great new animation system to replace FNIS and convince us that it's better or keep your whining about it to yourself because it's what we have and I for one am grateful.
Mud Posted March 5, 2013 Posted March 5, 2013 All he did was specify he didn't want to use FNIS, then elaborated a little when asked about it... hardly something to warrant calling him out for "whining"...
Guest GaatjeNixaan Posted March 5, 2013 Posted March 5, 2013 All he did was specify he didn't want to use FNIS, then elaborated a little when asked about it... hardly something to warrant calling him out for "whining"... Indeed, thnx fok defending me. His response just goes to show that there are trolls everywhere, not just on the hills of Skyrim
myuhinny Posted March 5, 2013 Posted March 5, 2013 I have to agree with Mud I don't see nowhere anywhere where there is any *whining* all he stated was that he wanted to see if something could be made without using fnis and that it messed up his game and he didn't want to use it. He may or may not of installed something wrong or he could of installed one of the crappy/glitchy/game breaker ones.
JinZen Posted March 5, 2013 Posted March 5, 2013 I have to agree with Mud I don't see nowhere anywhere where there is any *whining* all he stated was that he wanted to see if something could be made without using fnis and that it messed up his game and he didn't want to use it. He may or may not of installed something wrong or he could of installed one of the crappy/glitchy/game breaker ones. I agree he did not whine but I kinda put his nose on the fact it would be VERY hard to do a mod like he wants without the use of FNIS in general... Seeing there is NO need to be afraid of FNIS... It's the mods you install that cause the troubles... However I also do agree with the harsh part of inability to read instructions as most mods have a very good set of those to install them... Most mods have lists and all that to warn for mods not working together and so on... Honestly... You should not be afraid. Just make sure you have a copy of your game folder... Remaking things is quite easy... Defenetly if you make setups for that... Which I should continue on since I kinda stopped at items judging I had so many I couldn't let testing other things first...
seanbr Posted March 5, 2013 Posted March 5, 2013 Hi, Any modders in here willing to make a complementary mod to this one: http://skyrim.nexusmods.com/mods/27361, making 'the Dark Area" into a modern day (lore unfriendly, I know) SM-dungeon, preferable without have to use FNIS? Cheers, Gaatje You do know the reason for FNIS right ??? FNIS makes animations playable... Meaning that ALL animations done have to be done with FNIS... You want a dark SM Dungeon... without FNIS ??? Sorry to say but there is NO way in HELL you can accomplish that unless you only want the static poses from the vanilla Skyrim... PS: Dark SM Dungeon... ??? Try Vampire Slavers Den... What about AP? It dosent req FINS nor SKSE and such, and it works ok =/ Sorry if I just said something noob.. Still new on this stuff
fore Posted March 6, 2013 Posted March 6, 2013 Let me explain a little bit. The reason we have nothing besides FNIS is probably only expected incompatibility in case another modder would do something similar. There are just too many existing mods using FNIS, and every new one would create something incompatible. It's a fact that behaviors are not moddable. Adding new behaviors on principal requires intrusion into the standard behavior files. There is NO way to add behaviors and animations the way you can add a weapon, an NPC, a race. This is not so much Bethesda's fault, as it is caused by the structure of the Havok Behavior Tool and it's output. And, you cannot make the changes when the game is started (SKSE), it needs to be done during installation time. So, a generator is necessary, unless we want restrict animation mods to the pre-defined slots of FNIS 1.x. The advantage of FNIS Behaviors is, that it absolutley minimizes the amount of intrusion. When a new Skyrim is out, it takes about 30 minutes to make these changes, and another 1 to 2 hours adapting the patches to the new standard files. AP works ok without FNIS? I don't think so. AP has a modified mt_behavior.hkx which is based on Skyrim 1.7, which is not compatible with Skyrim 1.8. So you can't run AP without FNIS any more. Unless you accept glitches caused by this missing mt_behavior upgrade. And you can't run non-FNIS AP together with any other animation mod (even if this animation mod had it's own non-FNIS behaviors). And: the behavior changes in (non-FNIS) AP are nothing but a modification of FNIS 1.x. The extreme disadvantage: all animation changes go into this mt_behavior. So while you had a Skyrim 1.6 FNIS update within 4 days (but only because I was on a trip at that time), it took about 4 week until there was a 1.6 compatible AP.
WaxenFigure Posted March 6, 2013 Posted March 6, 2013 Well since he is being defended as not whining I apologize for implying that he did so. I still challenge anyone to provide a better system than what Fore has made and maybe that's what he really wants but FNIS works fine when its done right and yes when done wrong you will have problems but that's not the fault of FNIS.
JinZen Posted March 6, 2013 Posted March 6, 2013 Hi, Any modders in here willing to make a complementary mod to this one: http://skyrim.nexusmods.com/mods/27361, making 'the Dark Area" into a modern day (lore unfriendly, I know) SM-dungeon, preferable without have to use FNIS? Cheers, Gaatje You do know the reason for FNIS right ??? FNIS makes animations playable... Meaning that ALL animations done have to be done with FNIS... You want a dark SM Dungeon... without FNIS ??? Sorry to say but there is NO way in HELL you can accomplish that unless you only want the static poses from the vanilla Skyrim... PS: Dark SM Dungeon... ??? Try Vampire Slavers Den... What about AP? It dosent req FINS nor SKSE and such, and it works ok =/ Sorry if I just said something noob.. Still new on this stuff I would reply but someone beated me to it Let me explain a little bit. The reason we have nothing besides FNIS is probably only expected incompatibility in case another modder would do something similar. There are just too many existing mods using FNIS, and every new one would create something incompatible. It's a fact that behaviors are not moddable. Adding new behaviors on principal requires intrusion into the standard behavior files. There is NO way to add behaviors and animations the way you can add a weapon, an NPC, a race. This is not so much Bethesda's fault, as it is caused by the structure of the Havok Behavior Tool and it's output. And, you cannot make the changes when the game is started (SKSE), it needs to be done during installation time. So, a generator is necessary, unless we want restrict animation mods to the pre-defined slots of FNIS 1.x. The advantage of FNIS Behaviors is, that it absolutley minimizes the amount of intrusion. When a new Skyrim is out, it takes about 30 minutes to make these changes, and another 1 to 2 hours adapting the patches to the new standard files. AP works ok without FNIS? I don't think so. AP has a modified mt_behavior.hkx which is based on Skyrim 1.7, which is not compatible with Skyrim 1.8. So you can't run AP without FNIS any more. Unless you accept glitches caused by this missing mt_behavior upgrade. And you can't run non-FNIS AP together with any other animation mod (even if this animation mod had it's own non-FNIS behaviors). And: the behavior changes in (non-FNIS) AP are nothing but a modification of FNIS 1.x. The extreme disadvantage: all animation changes go into this mt_behavior. So while you had a Skyrim 1.6 FNIS update within 4 days (but only because I was on a trip at that time), it took about 4 week until there was a 1.6 compatible AP. Well here you got your answer... On its own FNIS is harmless to the game in general... Also... In case the above guy saying FNIS is not needed for AP... As I recall you have those files generated making it unusable with any other mod out there using custom behaviors... So yeah... Well since he is being defended as not whining I apologize for implying that he did so. I still challenge anyone to provide a better system than what Fore has made and maybe that's what he really wants but FNIS works fine when its done right and yes when done wrong you will have problems but that's not the fault of FNIS. All we are saying and what is correct is without FNIS nothing custom (unless INTEGRATED in the pack) making you able to play either a single custom animations mod or none of them at all... However if people would READ installation instructions before attempting to launch stuff there would be WAY less trouble
kurisu7885 Posted March 6, 2013 Posted March 6, 2013 The link didn't go to any specific mod, are syou speakking of the undergroudn bath house mod for Bathing Beauties luxury suite?
JinZen Posted March 6, 2013 Posted March 6, 2013 The link didn't go to any specific mod, are syou speakking of the undergroudn bath house mod for Bathing Beauties luxury suite? He means the first and if you remove the , from the link it'll work
myuhinny Posted March 6, 2013 Posted March 6, 2013 You have to click the link and remove the , which is breaking the link that he has added to the back of his link.
Imanuelus Posted March 7, 2013 Posted March 7, 2013 The mod would definitely work well with ZaZ animation pack...
JinZen Posted March 7, 2013 Posted March 7, 2013 The mod would definitely work well with ZaZ animation pack... We could use a real ZAP Dungeon
Andragon Posted March 7, 2013 Posted March 7, 2013 I designed the Underground Bathhouse as an esm so people can actually do exactly what was asked See it as a stage for future additions ... As I am using an esm master I cannot use FNIS right away, so it can just be added by esp files. As I am getting more and more into papyrus, I should be able to replicate some stuff from e.g. Evil Lair of Hydra which has nice features but who would like to live in there So if anyone likes to do an addition for the Underground Bathhouse, feel free to contact me on the Nexus if you got any questions or need help.
Recommended Posts
Archived
This topic is now archived and is closed to further replies.