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FNIS 1 warning(s) - 36 possible consistence issues


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Posted

I keep getting the following


Duplicate AnimEvent ZaZAPCHorFA for character, mods MME and ZaZAnimationPack

 

Duplicate AnimEvent ZaZAPCHorFB for character, mods MME and ZaZAnimationPack

 

Duplicate AnimEvent ZaZAPCHorFC for character, mods MME and ZaZAnimationPack

 

Duplicate AnimEvent ZaZAPCHorFD for character, mods MME and ZaZAnimationPack

 

Duplicate AnimEvent ZaZAPCHorFE for character, mods MME and ZaZAnimationPack

 

Duplicate AnimEvent ZaZAPCHorFF for character, mods MME and ZaZAnimationPack

 

Duplicate AnimEvent ZaZAPCHorFG for character, mods MME and ZaZAnimationPack

 

Duplicate AnimEvent ZaZAPCHorFH for character, mods MME and ZaZAnimationPack

 

Duplicate AnimEvent ZaZAPCHorFI for character, mods MME and ZaZAnimationPack

 

Duplicate AnimEvent ZaZAPCHorFJ for character, mods MME and ZaZAnimationPack

 

Duplicate AnimEvent ZaZMOMBoundFurn_01 for character, mods MME and ZaZAnimationPack

 

Duplicate AnimEvent ZaZMOMBoundFurn_02 for character, mods MME and ZaZAnimationPack

 

Duplicate AnimEvent ZaZMOMBoundFurn_03 for character, mods MME and ZaZAnimationPack

 

Duplicate AnimEvent ZaZMOMBoundFurn_04 for character, mods MME and ZaZAnimationPack

 

Duplicate AnimEvent ZaZMOMBoundFurn_05 for character, mods MME and ZaZAnimationPack

 

Duplicate AnimEvent ZaZMOMBoundFurn_06 for character, mods MME and ZaZAnimationPack

 

Duplicate AnimEvent ZaZMOMBoundFurn_07 for character, mods MME and ZaZAnimationPack

 

Duplicate AnimEvent ZaZMOMBoundFurn_08 for character, mods MME and ZaZAnimationPack

 

Duplicate AnimEvent ZaZMOMBoundFurn_09 for character, mods MME and ZaZAnimationPack

 

Duplicate AnimEvent ZaZMOMBoundFurn_10 for character, mods MME and ZaZAnimationPack

 

Duplicate AnimEvent ZaZMOMBoundFurn_11 for character, mods MME and ZaZAnimationPack

 

Duplicate AnimEvent ZaZMOMBoundFurn_12 for character, mods MME and ZaZAnimationPack

 

Duplicate AnimEvent ZaZMOMBoundFurn_13 for character, mods MME and ZaZAnimationPack

 

Duplicate AnimEvent ZaZMOMBoundFurn_14 for character, mods MME and ZaZAnimationPack

 

Duplicate AnimEvent ZaZMOMFreeFurn_01 for character, mods MME and ZaZAnimationPack

 

Duplicate AnimEvent ZaZMOMFreeFurn_02 for character, mods MME and ZaZAnimationPack

 

Duplicate AnimEvent ZaZMOMFreeFurn_03 for character, mods MME and ZaZAnimationPack

 

Duplicate AnimEvent ZaZMOMFreeFurn_04 for character, mods MME and ZaZAnimationPack

 

Duplicate AnimEvent ZaZMOMFreeFurn_05 for character, mods MME and ZaZAnimationPack

 

Duplicate AnimEvent ZaZMOMFreeFurn_06 for character, mods MME and ZaZAnimationPack

 

Duplicate AnimEvent ZaZMOMFreeFurn_07 for character, mods MME and ZaZAnimationPack

 

Duplicate AnimEvent ZaZMOMFreeFurn_08 for character, mods MME and ZaZAnimationPack

 

Duplicate AnimEvent ZaZMOMFreeFurn_09 for character, mods MME and ZaZAnimationPack

 

Duplicate AnimEvent ZaZMOMFreeFurn_10 for character, mods MME and ZaZAnimationPack

 

Duplicate AnimEvent ZaZMOMFreeFurn_11 for character, mods MME and ZaZAnimationPack

 

Duplicate AnimEvent ZaZMOMFreeFurn_12 for character, mods MME and ZaZAnimationPack

 

also, when i go in game im doing a T pose.

Posted

These consistence issues means: you have more than one mod providing the same stuff. In your particular case, MME has some animations from ZAZ. That's harmless, you want to have these MME animations in the way of ZAZ, so they're compatible.

 

You didn't post the warning, which is likely the reason of your T-pose. If the warning says something like X mod is not compatible, hint hint: remove that mod, download and install the version compatible with your game. Then run FNIS again, the warning should be gone and you shouldn't T-pose in game.

Posted

thing is that it didn't hint any mods. It was just saying "1 warning(s)" 

 

As for the ZAZ, all I have to do is to disable it, right?  since MME is using the same files.

 

Oh and my body was glitching as well... Does that have to do with the FNIS warning? 

Last but not least, I was wondering if I truly need XP32 maximum skeleton because some of my mods require it but the extended is basically way better... 

1 hour ago, dontknowdontcaredontask said:

These consistence issues means: you have more than one mod providing the same stuff. In your particular case, MME has some animations from ZAZ. That's harmless, you want to have these MME animations in the way of ZAZ, so they're compatible.

 

You didn't post the warning, which is likely the reason of your T-pose. If the warning says something like X mod is not compatible, hint hint: remove that mod, download and install the version compatible with your game. Then run FNIS again, the warning should be gone and you shouldn't T-pose in game.

 

Posted
35 minutes ago, ARealChivalry said:

As for the ZAZ, all I have to do is to disable it, right?  since MME is using the same files.

No, keep ZAZ enabled. These duplicates are harmless. If you disable ZAZ you won't have access to its functions and mods depending on it will have a missing master, causing you crashes.

35 minutes ago, ARealChivalry said:

Last but not least, I was wondering if I truly need XP32 maximum skeleton because some of my mods require it but the extended is basically way better... 

Extended, yes, or XPMSE for short, that's the one you want.

 

35 minutes ago, ARealChivalry said:

Oh and my body was glitching as well... Does that have to do with the FNIS warning? 

I'm no psychic, so I can't tell unless I see the warning. But you say FNIS doesn't specify what's the warning about... why don't you just copy and paste all the text that FNIS gives you after you use it? You could've done that since the start to save time and guessings effort.

Posted

"

All Anim Lists scanned. Generating Behavior Files....

Creature Pack not installed

 0 animations for 1 mods successfully included (character).

 1 Warning(s). "

 

I did a clean installation and this still pops up.

Posted
2 hours ago, ARealChivalry said:

"

All Anim Lists scanned. Generating Behavior Files....

Creature Pack not installed

 0 animations for 1 mods successfully included (character).

 1 Warning(s). "

 

I did a clean installation and this still pops up.

You need to post all of the text from where it tells you what version of Skyrim, all the way down to the bottom. It is the warning we need to see not the word 'warning'

Posted
2 hours ago, Grey Cloud said:

You need to post all of the text from where it tells you what version of Skyrim, all the way down to the bottom. It is the warning we need to see not the word 'warning'

FNIS Behavior V7.6   21/7/2020 5:33:02 am
Generator: D:\steam\Steam\steamapps\common\skyrim\Mod Organazer\Mod Organizer\mods\FNIS Behavior\tools\GenerateFNIS_for_Users\GenerateFNISforUsers.exe
Skyrim 32bit: ??.??.?? - D:\steam\Steam\steamapps\common\Skyrim\ (Steam)
>>Warning: Expected generator path: D:\steam\Steam\steamapps\common\Skyrim\data\tools\GenerateFNIS_for_Users not found<<

Skeleton(hkx) female: Default (99 bones)   male: Default (99 bones)

Reading FNISBase V7.6 ... 

All Anim Lists scanned. Generating Behavior Files...

Creature Pack not installed

 0 animations for 1 mods successfully included (character).

 1 Warning(s).
 

I don't understand the warning still... Is it saying that it's in the wrong location? 

 

EDIT: Nevermind, I fixed it.  Now everything is good but what about the "overwrite files"? I don't know how MO really works.

Posted
22 minutes ago, ARealChivalry said:

>>Warning: Expected generator path: D:\steam\Steam\steamapps\common\Skyrim\data\tools\GenerateFNIS_for_Users not found<<

Well I do. Which is why you just post this kind of stuff since the beginning.

 

You're using MO (also info that you could just include in your first post), but you didn't setup FNIS properly. Also, that file path makes no sense, you have two Mod Organizer folders and that's just bad. Are you sure your MO install looks like that? two MO folders back to back inside your Steam\steamapps\common\Skyrim folder? MO shouldn't be placed inside that Skyrim folder and that's not how you use FNIS when you're also using MO.

 

Reconsider checking your whole MO install (and learning to use it, there are entire video series about it on youtube), but here is a short video about how to setup FNIS

 

Posted
36 minutes ago, dontknowdontcaredontask said:

Well I do. Which is why you just post this kind of stuff since the beginning.

 

You're using MO (also info that you could just include in your first post), but you didn't setup FNIS properly. Also, that file path makes no sense, you have two Mod Organizer folders and that's just bad. Are you sure your MO install looks like that? two MO folders back to back inside your Steam\steamapps\common\Skyrim folder? MO shouldn't be placed inside that Skyrim folder and that's not how you use FNIS when you're also using MO.

 

Reconsider checking your whole MO install (and learning to use it, there are entire video series about it on youtube), but here is a short video about how to setup FNIS

 

Where do you recommend for me to install it in? I watched videos about the installation of MO and most of them placed it inside of the skyrim folder.

I've replaced the MO in my >games folder (there are no files in there besides the MO)

here's what it says when I run it now

 

FNIS Behavior V7.6   21/7/2020 6:22:02 am
Skyrim 32bit: 1.9.32.0 - D:\steam\Steam\steamapps\common\Skyrim\ (Steam)

Skeleton(hkx) female: Default (99 bones)   male: Default (99 bones)

Reading FNISBase V7.6 ... 

All Anim Lists scanned. Generating Behavior Files...

Creature Pack not installed

 0 animations for 1 mods successfully included (character)

Posted
2 minutes ago, ARealChivalry said:

Where do you recommend for me to install it in? I watched videos about the installation of MO and most of them placed it inside of the skyrim folder.

Weird since there is a pinned comment from 2017 saying it shouldn't be there.

235347o.png.bd024ab6202cefcc6bc63813c9cf99c6.png

 

You can install MO nearly anywhere, ideally in the same drive as your Skyrim but not inside. So if you have it installed in D:\Steam\steamapps... you can install MO in D:\Mod Organizer or something like that.

Posted
1 hour ago, ARealChivalry said:

>>Warning: Expected generator path: D:\steam\Steam\steamapps\common\Skyrim\data\tools\GenerateFNIS_for_Users not found<<

That was pretty much what I was expecting.

 

Learn how to use your mod manager, it is fundamental to playing a modded Skyrim.

Posted
42 minutes ago, dontknowdontcaredontask said:

Weird since there is a pinned comment from 2017 saying it shouldn't be there.

235347o.png.bd024ab6202cefcc6bc63813c9cf99c6.png

 

You can install MO nearly anywhere, ideally in the same drive as your Skyrim but not inside. So if you have it installed in D:\Steam\steamapps... you can install MO in D:\Mod Organizer or something like that.

Yeah, I installed it outside of steam.

Posted

Install fnis trough mo, ignore the warning.

Then on the most right panel select data.

Here you will find fnis.exe

Right klick and set as executable.

Finished, now you can start fnis

 

Posted

I've got one last question though... What about the "overwrite(s) files"? Am I supposed to do anything?

Posted

In the overwrite one will find all the fnis behavoiurs etc.

Just leave it there.

You can create an empty mod and copy the overwrite into it.

I do this if I change a profile, because this overwrite is only valid for this setup.

So one can easily change profils by just activating the suited mod created.

If you do so, make for every profile a mod from ov, as you have the to clear the overwrite then.

But for first setup just leave it there.

 

Posted

so they're not conflicting with each other?

Posted

Sure they conflict.

You need to deactivate the created mod which is made for another profile (left panel)

This created mods will be a backup.

Make empty mod, copy ov into it and leave it deactivated.

Posted

I'm currently watching a video about the mods conflicting and about priorities and... All I have to do is to drag them to their right order? or is it false

Posted
1 hour ago, ARealChivalry said:

I've got one last question though... What about the "overwrite(s) files"? Am I supposed to do anything?

highlight the contents and drag it into parent mod.  

 

 

 


 

Region.jpg.057792eea0d1bdc14bf21a0f711af9b0.jpg

 

Region2.jpg.724070c920b9a741412717b5cd33db90.jpg

 
 

 

 

 

 

 

 

 

edit: sometimes,very seldom,MO chokes when you drop contents into parent mod folder, just give it a sec. 

 

Also, with FNIS you will get asked about existing folders, say yes to merge. YOu will get asked about a file, choose wisely,jk,choose move and replace. very easy.

 

 

If you run a mod called Simple Knock, install mod, go into game and next time you come out of game there are files in your overwrite folder, an skse folder. where could it go? open the folder(s) until you find a file, that file will tip you off as to  which mod contents should be placed, in this case it would be already defined Simply Knock mod

 

 

Posted

I've also got a skse folder 

15 minutes ago, Heroine of the Night said:

highlight the contents and drag it into parent mod.  

 

 

  Hide contents

 

 


 

Region.jpg.057792eea0d1bdc14bf21a0f711af9b0.jpg

 

Region2.jpg.724070c920b9a741412717b5cd33db90.jpg

 
 

 

 

 

 

 

 

 

Posted
35 minutes ago, ARealChivalry said:

I've also got a skse folder 

 

any mod that generates an skse folder to your overwrite folder should be put with parent mod.

 

when Simple Knock generates an skse folder in your overwrite than Simple Knock is the parent mod. You have, in your MO/Mods folder where all your mods are at, a few mods that have an skse folder packaged with them.opening the skse folder,when generated in overwrite,will tell you what mod it is for.

 

 the skse folder i think you're referring to is for skse scripts and maybe an ini for memory allocation.  

Posted

Well I'm really confused on mod prioritizing... I see a lot of overwrites and overwritten mods.

Screenshot_1.png

Posted
46 minutes ago, ARealChivalry said:

Well I'm really confused on mod prioritizing... I see a lot of overwrites and overwritten mods.

Screenshot_1.png

This can happen, sucks a little bit, not bad though. 

 

Truth is the vast majority of the time only 1 mod will have contents in overwrite,if you keep clean.  

 

I'm guessing what you have in picture is 2 different mods that had an skse file, in this case both logs, generate to overwrite. You can't drag 1 skse folder into 2 mods, against the laws of MO overwrite. Once again this usually a drag and drop operation. For this one, urghh, I would keep in overwrite and close MO. Go to where you have MO installed, I keep my MO(1) in steam, guess that is frowned on for MO2 users? but wherever you have MO installed there is an overwrite to be found

 

 

 


 

ow.jpg.ddd331c787b5b732c84fbdfedb3febae.jpg

 
 

 

 

Open that folder with contents in it, now open new tab and find MO/Mods and open it   

 

 


 

mods.jpg.55c1a29e408c52e8e476c503b615d11f.jpg

 
 

 

 

 

Open hdt mod and open skse folder till you find hdt log, overwrite

 

Your other file appears to come hdthighheel mod, you should have folder in MO/Mods folder for that mod so overwrite file with new one

 

 

This is as bad as it gets with overwrite folder, usually just fnis and wryebash unless you do ck work. After you dump these files in with parent mod, start a new game they are not going to generate again.

 

Your almost there.

 

 

 

hdt.jpg.67e15bbe05f933753d150a50eba4a35f.jpg

 

hh.jpg.37c7d7108fe98febe105e1eef11c12cd.jpg

 

 

 

 

 

Posted

You will see conflict with mods in MO left window(lightning bolts with red dash,green arrow)

 



 

 

conflicts.jpg.517f7020b2be9ba5d6be8e0dc28f965b.jpg

 

 

 

This is normal(ish)  Mo will help you just click on mod and click conflicts. You can see things. 

 

let's look at Ruins Clutter Improvement

 



 

1.jpg.65c99392e8124039d9e629ce9dd780c6.jpg

 

 

You can see on sidebar, some green and red dashes, and you can see 2 mods loading before ruins mod that are lite green. Green is being overwriting, red is doing some overwriting 

 

Open Ruins mod in MO and see what is what

 



 

You can see I have Rally's HG Instruments and Basic Dining Room mods overwriting Ruins Clutter mod, that is what I wanted!, yes! 

 

zzzz.jpg.703af84a8827be808b6dc661d74b5afa.jpg

 

 

 

So, dont be too scared of conflicts, MO tells you what is what. You never choose wrong the first time, if you want to change load order then do it, no need to reinstall any mods. Shouldnt change load order during playthrough but point is nothing ever gets overwriting at the source when using MO. When you install mod into MO you should always take quick look to see what is conflicting if there are conflicts, and put mod you want to win in conflict lower in load order. 

 

 

2.jpg

Posted

 

I see i see... But now for some reason whenever I add a non nexus mod this pops up

 

I thought that by running skyrim normally first this would be fixed but it didn't.

Screenshot_3.png

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