entro Posted August 23, 2014 Posted August 23, 2014 Having a problem getting the right animations too play. I'm using the YY Mystic Knight Anim Replacer but all the animations I see are vanilla. Do I need too have FNIS at the bottom of my load order or on top of all the other animations. Oh, I'm using a walk/run animation and that plays if that helps. Not 100% sure. However FNIS only checks and creates files that allow the game engine to access and run these animations. I don't think it really matters were it is in the load order however I usually have it above the animations mods myself. Could be that some of the animations being added by Mistic or another mod is overwriting the animations of another mod and that is the reason for not being able to get the right animations to play. Since I am assuming you are using MO move the mod that you want to have the animations to the lower if not the bottom of the left side ( install order) and test with that. That should help with the conflicts. ( or you can look into the conflicts of animations in the conflict panel of MO) If that isn't' the case I have no idea, sorry haven't used those mods yet. I've tried that and even change fnis too open in admin mode and the animations are not playing. Only vanilla animations are playing for spells and weps but all other animations work. Edit: I tried to installed a different animation mod and I am getting the same problem. Only difference is that mod add some regular standing idles which worked but anything dealing with magic or weapons would not work.
RitualClarity Posted August 23, 2014 Posted August 23, 2014 I installed and used my old test profile and also had some animations work and some not .. FNIS activated properly. At least it didn't state that there was any issues. The files are just meshes so they shouldn't have any problems as it seems as if they are replaces and finally I show no animation conflicts on my game either.
entro Posted August 23, 2014 Posted August 23, 2014 Could it be a problem with the update too MO? FNIS worked with that mod on the previous version
entro Posted August 23, 2014 Posted August 23, 2014 Having a problem getting the right animations too play. I'm using the YY Mystic Knight Anim Replacer but all the animations I see are vanilla. Do I need too have FNIS at the bottom of my load order or on top of all the other animations. Oh, I'm using a walk/run animation and that plays if that helps. Not 100% sure. However FNIS only checks and creates files that allow the game engine to access and run these animations. I don't think it really matters were it is in the load order however I usually have it above the animations mods myself. Could be that some of the animations being added by Mistic or another mod is overwriting the animations of another mod and that is the reason for not being able to get the right animations to play. Since I am assuming you are using MO move the mod that you want to have the animations to the lower if not the bottom of the left side ( install order) and test with that. That should help with the conflicts. ( or you can look into the conflicts of animations in the conflict panel of MO) If that isn't' the case I have no idea, sorry haven't used those mods yet. I've tried that and even change fnis too open in admin mode and the animations are not playing. Only vanilla animations are playing for spells and weps but all other animations work. Edit: I tried to installed a different animation mod and I am getting the same problem. Only difference is that mod add some regular standing idles which worked but anything dealing with magic or weapons would not work. If I'm not mistaken Mystic knight animations do not require FNIS to work because they are only replacers. The most likely cause(s) of you missing animations is that there's another mod overwriting the animations or the mod has an incorrect filepath. The second is least likely so another mod is overwriting mystic knight. Look next to the mod in your mods list, if there's a negative sign then it is being overwritten. I would recommend loading all other animations first then re-installing Mystic knight last. There is no +/- next too the mod so i'm not sure what is happening
RitualClarity Posted August 23, 2014 Posted August 23, 2014 There is no conflict that I can see ( animation wise ) and the path seems logical. I don't' know if it is the correct path as I haven' extracted any of the Skyrim BSAs myself yet.
RitualClarity Posted August 23, 2014 Posted August 23, 2014 The mod by rights should be working as far as I can tell. The sneak crouch seems to work but the animations for spells don't. I clicked on everything when I tested and it was on a clean start right out of Another life. Escape from the Cell option. So no settings were changed or altered that could or should cause any problems.
Yojiru Posted August 23, 2014 Posted August 23, 2014 I believe the issue you guys are having could be what I experienced yesterday, if you're installing using FOMODs. There's a hotfix because they're broken and don't install everything for MO, so get that or use manual install, assuming the issue is the same as I had.
entro Posted August 23, 2014 Posted August 23, 2014 I believe the issue you guys are having could be what I experienced yesterday, if you're installing using FOMODs. There's a hotfix because they're broken and don't install everything for MO, so get that or use manual install, assuming the issue is the same as I had. There is a hotfix? I just installed the mod with NMM and it will work that way.
Yojiru Posted August 23, 2014 Posted August 23, 2014 I believe the issue you guys are having could be what I experienced yesterday, if you're installing using FOMODs. There's a hotfix because they're broken and don't install everything for MO, so get that or use manual install, assuming the issue is the same as I had. There is a hotfix? I just installed the mod with NMM and it will work that way. It works for NMM because NMM isn't the one with the issue. MO has a bugfix up for the fomod plugin it utilizes and you need to download that otherwise fomods won't install all the proper files, so you'll end up with only some of the animations.
entro Posted August 23, 2014 Posted August 23, 2014 I believe the issue you guys are having could be what I experienced yesterday, if you're installing using FOMODs. There's a hotfix because they're broken and don't install everything for MO, so get that or use manual install, assuming the issue is the same as I had. There is a hotfix? I just installed the mod with NMM and it will work that way. It works for NMM because NMM isn't the one with the issue. MO has a bugfix up for the fomod plugin it utilizes and you need to download that otherwise fomods won't install all the proper files, so you'll end up with only some of the animations. Thanks, did not realise it.
AwfulArchdemon Posted August 23, 2014 Author Posted August 23, 2014 I see more and more modders using tgz for their downloads instead of 7zip. How can I get MO to recognize these files to install them? Up until now I have been converting them to zip files but there must be an easier way. It's a tar file. Where the heck are getting that from? Please list which mods are giving you a tgz file so I can check them out myself. Having a problem getting the right animations too play. I'm using the YY Mystic Knight Anim Replacer but all the animations I see are vanilla. Do I need too have FNIS at the bottom of my load order or on top of all the other animations. Oh, I'm using a walk/run animation and that plays if that helps. It's a fomod. If it's not installing properly on it's own, open the YYARMK folder to find the fomod and data folders inside. Take the data folder out, rename it to YY Mystic Knight anim replacer (or something similar, and zip that folder. Install to MO. I installed and used my old test profile and also had some animations work and some not .. FNIS activated properly. At least it didn't state that there was any issues. The files are just meshes so they shouldn't have any problems as it seems as if they are replaces and finally I show no animation conflicts on my game either. You're having FNIS issues now? Any changes to...anything? Obviously, it shouldn't just start working wrong all of a sudden. Dammit! Team members aren't supposed to have mod issues!
AwfulArchdemon Posted August 23, 2014 Author Posted August 23, 2014 @Enjuno: Are you using the latest version? The fomod fix (NCC plugin) was only supposed to be for an older version where Tannin slipped up and had to tell people to dl the old NCC until he released a new version.
entro Posted August 23, 2014 Posted August 23, 2014 I see more and more modders using tgz for their downloads instead of 7zip. How can I get MO to recognize these files to install them? Up until now I have been converting them to zip files but there must be an easier way. It's a tar file. Where the heck are getting that from? Please list which mods are giving you a tgz file so I can check them out myself. Having a problem getting the right animations too play. I'm using the YY Mystic Knight Anim Replacer but all the animations I see are vanilla. Do I need too have FNIS at the bottom of my load order or on top of all the other animations. Oh, I'm using a walk/run animation and that plays if that helps. It's a fomod. If it's not installing properly on it's own, open the YYARMK folder to find the fomod and data folders inside. Take the data folder out, rename it to YY Mystic Knight anim replacer (or something similar, and zip that folder. Install to MO. I installed and used my old test profile and also had some animations work and some not .. FNIS activated properly. At least it didn't state that there was any issues. The files are just meshes so they shouldn't have any problems as it seems as if they are replaces and finally I show no animation conflicts on my game either. You're having FNIS issues now? Any changes to...anything? Obviously, it shouldn't just start working wrong all of a sudden. Dammit! Team members aren't supposed to have mod issues! The hotfix actually fixed it for me but now I have too go back too the rest of my mobs and reinstalled them if they are with a fomod
Yojiru Posted August 23, 2014 Posted August 23, 2014 @Enjuno: Are you using the latest version? The fomod fix (NCC plugin) was only supposed to be for an older version where Tannin slipped up and had to tell people to dl the old NCC until he released a new version. The current version is 1.2.10 and the fix is for 1.2.10.
entro Posted August 23, 2014 Posted August 23, 2014 @Enjuno: Are you using the latest version? The fomod fix (NCC plugin) was only supposed to be for an older version where Tannin slipped up and had to tell people to dl the old NCC until he released a new version. @Enjuno: Are you using the latest version? The fomod fix (NCC plugin) was only supposed to be for an older version where Tannin slipped up and had to tell people to dl the old NCC until he released a new version. The current version is 1.2.10 and the fix is for 1.2.10. I'm using the latest version but now i'm bascially reinstalling all my mods that have fomod installers
Yojiru Posted August 23, 2014 Posted August 23, 2014 Yeah I lucked out and only installed a few mods but I noticed ESPs weren't always adding and did it manually until I found out about the bugfix.
AwfulArchdemon Posted August 23, 2014 Author Posted August 23, 2014 The current version is 1.2.10 and the fix is for 1.2.10. Crap! Missed a version! TO THE OP!! -----> It's been out for 2 days and I didn't even know. This is what happens when you have to learn how to mod a whole new game. I totally missed it, even though I'm on Nexus like every day. At least I can say I know how to mod Mass Effect 3 now. Anyway, thanks for the info I should already have known. I slacked. What can I say?
entro Posted August 23, 2014 Posted August 23, 2014 The current version is 1.2.10 and the fix is for 1.2.10. Crap! Missed a version! TO THE OP!! -----> It's been out for 2 days and I didn't even know. This is what happens when you have to learn how to mod a whole new game. I totally missed it, even though I'm on Nexus like every day. At least I can say I know how to mod Mass Effect 3 now. Anyway, thanks for the info I should already have known. I slacked. What can I say? Np, You guys on here are great, I was almost about too go back too NMM because I did not know what was going on.
Yojiru Posted August 23, 2014 Posted August 23, 2014 The current version is 1.2.10 and the fix is for 1.2.10. Crap! Missed a version! TO THE OP!! -----> It's been out for 2 days and I didn't even know. This is what happens when you have to learn how to mod a whole new game. I totally missed it, even though I'm on Nexus like every day. At least I can say I know how to mod Mass Effect 3 now. Anyway, thanks for the info I should already have known. I slacked. What can I say? Np, You guys on here are great, I was almost about too go back too NMM because I did not know what was going on. I hear you man. I just started playing skyrim again and had started fresh with MO. The fomod thing was starting to really bother me until I realized it was a bug.
AwfulArchdemon Posted August 23, 2014 Author Posted August 23, 2014 Sorry guys. That's basically my fault. I should have had the new version posted (sorry Tannin! ). HOWEVER... I can't upload the new version right now! 8O I tried, and it said upload failed. I about shit myself. I'll try again a little later. I PM's a moderator about it, so it should be uploaded soon, one way or another. I'll post it nice and big so people can see it for now: Faithful MO followers The new MO needs a bug fix to use the fomod installer properly. I will upload the new version and the bug fix as soon as I'm able.
AwfulArchdemon Posted August 23, 2014 Author Posted August 23, 2014 Ugh...okay, I see the issue. "You have exceeded your allotted disk space for attachments". I didn't even realized that was a thing. Well, looks like I'll have to delete some attachments first, so older posts in other threads may start to look a little...unfinished. This sucks. I'll need to keep deleting attachments every time a new version comes out. Hey moderators! Can I get an extension??
AwfulArchdemon Posted August 23, 2014 Author Posted August 23, 2014 This version? Mod Organizer v1_2_10-1334-1-2-10.7z Mod Organizer v1_2_10-1334-1-2-10.7zThis upload failed I'm tryin'. Thanks for uploading it though. Still tells me I'm over the limit. I just deleted like a gig of attachments, but it still says it. I'll go delete yet more and see if I can get something to upload. If not, this thread will be fairly generic pretty soon here.
RitualClarity Posted August 24, 2014 Posted August 24, 2014 I see more and more modders using tgz for their downloads instead of 7zip. How can I get MO to recognize these files to install them? Up until now I have been converting them to zip files but there must be an easier way. It's a tar file. Where the heck are getting that from? Please list which mods are giving you a tgz file so I can check them out myself. Having a problem getting the right animations too play. I'm using the YY Mystic Knight Anim Replacer but all the animations I see are vanilla. Do I need too have FNIS at the bottom of my load order or on top of all the other animations. Oh, I'm using a walk/run animation and that plays if that helps. It's a fomod. If it's not installing properly on it's own, open the YYARMK folder to find the fomod and data folders inside. Take the data folder out, rename it to YY Mystic Knight anim replacer (or something similar, and zip that folder. Install to MO. I installed and used my old test profile and also had some animations work and some not .. FNIS activated properly. At least it didn't state that there was any issues. The files are just meshes so they shouldn't have any problems as it seems as if they are replaces and finally I show no animation conflicts on my game either. You're having FNIS issues now? Any changes to...anything? Obviously, it shouldn't just start working wrong all of a sudden. Dammit! Team members aren't supposed to have mod issues! I don't have any FNIS issues. I was responding to a fellow member confirming that FNIS worked and gave no errors on my end in case it was some setup issue. My FNIS is solid as a rock. My problem in the past was the "ApsData" in windows 7 somehow still had remenants of Steam and other programs in it and it was causing all sorts of trouble. Now if only I can find the problem with my Firefox crashing then I would be golden.. (YY ANIM Replacer mistic knights) AS far as not extracting them properly is likely the case. When extracting the mod there are 104 items in the animation folder and in MO there is 26. At least on my game. The script isn't working properly and giving MO all the items that have been selected. For the individual that is having this problem use the "manual" option in the script. Then choose the data folder and set that as the "data directory" and it should work. Sorry I didn't return with the answer earlier. I was working on getting all my mods for Fallout New Vegas. ( there are lots more than I had for Skyrim lol) and taking care of other things. Busy busy.. Anyway do the above and that should work and you don't have to "repack" anything as MO will take care of all the heavy lifting. Will test it shortly however filewise it looks correct now.
RitualClarity Posted August 24, 2014 Posted August 24, 2014 Ugh...okay, I see the issue. "You have exceeded your allotted disk space for attachments". I didn't even realized that was a thing. Well, looks like I'll have to delete some attachments first, so older posts in other threads may start to look a little...unfinished. This sucks. I'll need to keep deleting attachments every time a new version comes out. Hey moderators! Can I get an extension?? Having problems with the OP? If so maybe create a new one where you reserve say the first 5 post. One for news, One for MO versions, One or two for work arounds etc. You get the point. If it isn't about the OP then I am so embarrassed.. lol.
faceinthesand Posted August 24, 2014 Posted August 24, 2014 Does anyone know if its possible to use Mod organiser if i'm already using NMM and isntalled like 90+ mods with it?
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