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New Nexus Mod Creature Behavior Generator, will it work for creature SLAL animations in Nemesis as an alternative to FNIS?


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Posted

So there is this new mod in the Nexus called Creature Behavior Generator which allows adding new custom creature animations to Skyrim.

It supports both FNIS and Nemesis and basic, sequenced, paired and killmove animations can be added.

Now this begs the question, will this work for SLAL animations and general FNIS creature animations?

The only reason I still use FNIS in Sexlab playthroughs is because of creature SLAL packs, but if this can work with Nemesis, then that means FNIS might not be needed anymore?

Does anyone know if this mod will work with creature SLAL packs?

Posted (edited)

short answer: no, it is possible to make it work but it would be a bitch to do, also our tools/work flow are not setup for it, FNIS is still the best option for SLAL packs.

 

it may be more feasible later on but right now it's just not practical, also converting SL animations/slal packs to CBG would make them incompatible/invisible to the FNIS creature pack, so everyone would be forced to use CBG.

 

for now the tool is best used for what it was made for: dog petting animations and creature killmoves.

Edited by MadMansGun
Posted (edited)

Isn't the FNIS Creature Pack nothing but a bunch of behavior templates and then like one script that does nothing other than return a version number?

 

It seems as though one could just kind of leave existing FNIS AnimLists where they are for people wanting to use them, while adding new CBG files for use by say people who want to run CBG in-place on a Nemesis setup (that would otherwise get wiped out by FNIS).

Edited by Akira1364
Posted
7 minutes ago, Akira1364 said:

Isn't the FNIS Creature Pack nothing but a bunch of behavior templates and then like one script that does nothing other than return a version number?

 

It seems as though one could just kind of leave existing FNIS AnimLists where they are for people wanting to use them, while adding new CBG files for use by say people who want to run CBG in-place on a Nemesis setup (that would otherwise get wiped out by FNIS).

that wouldn't work, the animation files also don't go into the same folders:

in FNIS you have paths like Data\meshes\actors\canine\animations\modnamehere\animationhere.hkx

but in CBG everything goes into Data\meshes\actors\cbg\animationhere.hkx

 

also if you have both a fnis list and a cbg list with the same animations listed in them you would probably mess up the behavior files.

Posted (edited)

I don't see why the on-disk animation paths would be too relevant when they're generally not used directly to trigger animations by mods.

 

Also the idea is that the people who'd have a use for the CBG files in that case would likely not otherwise have FNIS installed or be running it, and vice versa. So it's unclear how they'd wind up conflicting with each other.

Edited by Akira1364
Posted
3 hours ago, MadMansGun said:

short answer: no, it is possible to make it work but it would be a bitch to do, also our tools/work flow are not setup for it, FNIS is still the best option for SLAL packs.

 

it may be more feasible later on but right now it's just not practical, also converting SL animations/slal packs to CBG would make them incompatible/invisible to the FNIS creature pack, so everyone would be forced to use CBG.

 

for now the tool is best used for what it was made for: dog petting animations and creature killmoves.

Oh I see so I guess it's not possible right now. The reason I'm asking is because when I do a non-SL playthrough I prefer to use Nemesis coz of today's combat mods and such, which don't work with FNIS which is why I hoped that FNIS would be obsolete and Nemesis can finally have creature support. Hopefully one day there is some proper creature support in Nemesis.

Posted
11 hours ago, bruhfrman said:

Oh I see so I guess it's not possible right now. The reason I'm asking is because when I do a non-SL playthrough I prefer to use Nemesis coz of today's combat mods and such, which don't work with FNIS which is why I hoped that FNIS would be obsolete and Nemesis can finally have creature support. Hopefully one day there is some proper creature support in Nemesis.

You can use both FNIS and Nemesis at the same time to have both the mods that require Nemesis, and creature animations.  The process is actually really simple.

Posted

There's already mods that use a patch which adds pseudo-creature support to Nemesis (enabling Precision support for draugr and werewolves and vampire lords, for example) that aren't and will never be compatible with FNIS, though.

Posted

i use this personally been 70hrs++ no problem encounter or whatsoever

1. RUN FNIS
2. SSE/data/meshes/actors ------- COPY ALL EXCEPT CHARACTER and Humans.
3. PASTE in a FOLDER on DESKTOP
4. RUN NEMESIS
5. Paste STEP 3 back where it came from, overwrite replace all
 
**Leave FNIS and Nemesis enabled.
*Check boxes on both for all relevant mods.

Posted (edited)
1 minute ago, Kang Colly said:

i use this personally been 70hrs++ no problem encounter or whatsoever

1. RUN FNIS
2. SSE/data/meshes/actors ------- COPY ALL EXCEPT CHARACTER and Humans.
3. PASTE in a FOLDER on DESKTOP
4. RUN NEMESIS
5. Paste STEP 3 back where it came from, overwrite replace all
 
**Leave FNIS and Nemesis enabled.
*Check boxes on both for all relevant mods.

credit to nexuscomment(i dont remember the dude but i found his comment on nexus )

Edited by Kang Colly
Posted

What the guy above said, there is technically already creature support in Nemesis if you use FNIS at the same time, but it's a little tricky to get right. You have to have multiple animation output folders.

 

Me personally I'm done with sexlab simply because I hate the teleporting and aligning of animations. For some reason they can't figure out a way to fade to black over all the jank like Osex does.

Posted (edited)

Supposedly the author of Nemesis is rewriting the code to fix the bugs and apparently implement creature behaviours, but there's not been a public update on the Github since the summer.

 

I hope it's happening because modern combat mods et al. are Nemesis exclusive and therefore don't work for creatures.

Edited by Frosferes
Posted
On 1/5/2023 at 11:26 AM, MadMansGun said:

short answer: no, it is possible to make it work but it would be a bitch to do, also our tools/work flow are not setup for it, FNIS is still the best option for SLAL packs.

 

it may be more feasible later on but right now it's just not practical, also converting SL animations/slal packs to CBG would make them incompatible/invisible to the FNIS creature pack, so everyone would be forced to use CBG.

 

for now the tool is best used for what it was made for: dog petting animations and creature killmoves.

Could you further explain what would be required of say, a tool, to easily convert your SLAL creature animations to this new tool's format? I have very little knowledge of how these animations work, but I have well over 10 years of programming experience to create a tool to help with the process. That's assuming it wont be a very tedious process, like having to manually deserialize whatever format these files are in, then correctly serialize them in a format CBG can read.

Posted (edited)
2 hours ago, asdt123123 said:

Could you further explain what would be required of say, a tool, to easily convert your SLAL creature animations to this new tool's format? I have very little knowledge of how these animations work, but I have well over 10 years of programming experience to create a tool to help with the process. That's assuming it wont be a very tedious process, like having to manually deserialize whatever format these files are in, then correctly serialize them in a format CBG can read.

the "SLAnimGenerateForMNC.pyw" that we use to make slal packs and check for errors/missing files is not setup for having all creature animations inside the same folder or making the new "CBG config file" that acts as the replacement "FNIS list".  but that on it's own is not the real problem, it's not too hard to just make the list/config file by hand if needed, but if SLAnimGenerate can't find the animations then it won't make the JSON file that the SLAL MCM uses to load animations, they ARE hard to edit by hand and without it there is no SLAL pack.

 

this is from the cbg readme:

Quote

 

Adapting FNIS creature animations to CBG.

 

There is only one major difference between FNIS and CBG basic and sequenced animations: CBG requires the animation duration.
You can extract the duration from the original 32-bit hkx files using hkxcmd, or potentially from the 64-bit animations using the new hkxconv mod.

 

With duration in your possession, all you need to do is:
1) Create a CBG config file - this will be a line-by-line change from your old FNIS config file. Use the details below as a guide - CBG configs are similar to FNIS configs.
2) Place the new CBG config file into Data\Tools\Creature Behavior Generator\userdata\
3) Move all your creature animations into Data\meshes\actors\cbg\

 

Remember that CBG does not support human-only animations: for these use FNIS or Nemesis. Nemesis supports FNIS-style configs, so you may not need to do anything for compatibility.

 

the important bits from "Use the details below as a guide" :
 

Config Format Guide:

s <creature> <AnimEvent> <AnimationFile> <duration> <options>
+ <creature> <AnimEvent> <AnimationFile> <duration> <options>


Descriptors:

s - sequence animation start.
+ - sequence animation, must be a continuous block of animations after the first "s" animation.


<creature> :      name of creature e.g. wolf|dragon|dwarvenspherecenturion|etc. Note: Use the creature's folder name, not the behavior or character names.
<AnimEvent> :     name of animation event.
<AnimationFile> : name of animation file including .hkx
<duration> :      length of animation in seconds.


Options:

-ao '<AnimObject1>' '<AnimObject2>' :             use animobject(s) (wrap in quotes)

 

 

a FNIS SL creature animation looks like this:

Data\meshes\actors\dragon\animations\HCOSWildlife\FNIS_HCOSWildlife_dragon_List.txt

' mmg_weredocknsuckdrag
s mmg_weredocknsuckdrag_A1_S1 mmg_weredocknsuckdrag_a1_s1.HKX
+ mmg_weredocknsuckdrag_A1_S2 mmg_weredocknsuckdrag_a1_s2.HKX
+ -o mmg_weredocknsuckdrag_A1_S3 mmg_weredocknsuckdrag_a1_s3.HKX HCOSWereDocknSuckDragS3
+ -o mmg_weredocknsuckdrag_A1_S4 mmg_weredocknsuckdrag_a1_s4.HKX HCOSWereDocknSuckDragS4
+ mmg_weredocknsuckdrag_A1_S5 mmg_weredocknsuckdrag_a1_s5.HKX
+ -o mmg_weredocknsuckdrag_A1_S6 mmg_weredocknsuckdrag_a1_s6.HKX HCOSWereDocknSuckDragS6
+ -o mmg_weredocknsuckdrag_A1_S7 mmg_weredocknsuckdrag_a1_s7.HKX HCOSWereDocknSuckDragS7

with the animation files in Data\meshes\actors\dragon\animations\HCOSWildlife\

 

Data\meshes\actors\werewolfbeast\animations\HCOSWildlife\FNIS_HCOSWildlife_werewolfbeast_List.txt

' mmg_weredocknsuckdrag
s mmg_weredocknsuckdrag_A2_S1 mmg_weredocknsuckdrag_a2_s1.HKX
+ mmg_weredocknsuckdrag_A2_S2 mmg_weredocknsuckdrag_a2_s2.HKX
+ mmg_weredocknsuckdrag_A2_S3 mmg_weredocknsuckdrag_a2_s3.HKX
+ -o mmg_weredocknsuckdrag_A2_S4 mmg_weredocknsuckdrag_a2_s4.HKX HCOSGenericWerewolfPostCum
+ mmg_weredocknsuckdrag_A2_S5 mmg_weredocknsuckdrag_a2_s5.HKX
+ mmg_weredocknsuckdrag_A2_S6 mmg_weredocknsuckdrag_a2_s6.HKX
+ mmg_weredocknsuckdrag_A2_S7 mmg_weredocknsuckdrag_a2_s7.HKX 

with the animation files in Data\meshes\actors\werewolfbeast\animations\HCOSWildlife\

 

but a CBG SL animation would look something like this (note may have errors, i have not seen a real sequence animation used in CBG yet, also the "duration" numbers are not real) :

Data\tools\Creature Behavior Generator\userdata\HCOSWildlife.txt

s dragon mmg_weredocknsuckdrag_A1_S1 mmg_weredocknsuckdrag_a1_s1.HKX 10
+ dragon mmg_weredocknsuckdrag_A1_S2 mmg_weredocknsuckdrag_a1_s2.HKX 5
+ dragon mmg_weredocknsuckdrag_A1_S3 mmg_weredocknsuckdrag_a1_s3.HKX 5 -ao "HCOSWereDocknSuckDragS3"
+ dragon mmg_weredocknsuckdrag_A1_S4 mmg_weredocknsuckdrag_a1_s4.HKX 20 -ao "HCOSWereDocknSuckDragS4"
+ dragon mmg_weredocknsuckdrag_A1_S5 mmg_weredocknsuckdrag_a1_s5.HKX 5
+ dragon mmg_weredocknsuckdrag_A1_S6 mmg_weredocknsuckdrag_a1_s6.HKX 5 -ao "HCOSWereDocknSuckDragS6"
+ dragon mmg_weredocknsuckdrag_A1_S7 mmg_weredocknsuckdrag_a1_s7.HKX 30 -ao "HCOSWereDocknSuckDragS7"
s werewolfbeast mmg_weredocknsuckdrag_A2_S1 mmg_weredocknsuckdrag_a2_s1.HKX 10
+ werewolfbeast mmg_weredocknsuckdrag_A2_S2 mmg_weredocknsuckdrag_a2_s2.HKX 5
+ werewolfbeast mmg_weredocknsuckdrag_A2_S3 mmg_weredocknsuckdrag_a2_s3.HKX 5
+ werewolfbeast mmg_weredocknsuckdrag_A2_S4 mmg_weredocknsuckdrag_a2_s4.HKX 20 -ao "HCOSGenericWerewolfPostCum"
+ werewolfbeast mmg_weredocknsuckdrag_A2_S5 mmg_weredocknsuckdrag_a2_s5.HKX 5
+ werewolfbeast mmg_weredocknsuckdrag_A2_S6 mmg_weredocknsuckdrag_a2_s6.HKX 5
+ werewolfbeast mmg_weredocknsuckdrag_A2_S7 mmg_weredocknsuckdrag_a2_s7.HKX 30

with the animation files in Data\meshes\actors\cbg\

Edited by MadMansGun
Posted

also i don't know if animobjects are limited to 2 or not in CBG due to how the example was shown, or if there are any problems with adding DLC races because with this line:

Quote

Use the creature's folder name, not the behavior or character names

i have not gotten around to asking if things like "dlc01\chaurusflyer" have been accounted for yet.

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