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Posted (edited)

New to modding. Tried installing a few mods with custom animations, and I think I hit a snag somewhere there. Now all characters are stuck in a permenent t-pose. Kind of feel defeated after I thought I successfully went through the whole list of troubleshooting. If anyone can help, I'd greatly appreciate it T^T

 

Here's the log of FNIS Output:

 

FNIS Behavior V7.6   10/28/2023 12:28:34 AM
Skyrim SE 64bit: 1.6.640.0 - C:\program files (x86)\steam\steamapps\common\Skyrim Special Edition\ (Steam)

>>Warning: \character\character assets female\skeleton_female.hkx not Skyrim SE compatible<<
>>Warning: \character\character assets\skeleton.hkx not Skyrim SE compatible<<
Skeleton(hkx) female: XPMS2HDT (126 bones)   male: XPMS2HDT (126 bones)
Patch: "SKELETON Arm Fix"  

Reading Babo bigguy V1.0 ... 
Reading Babo Creature V1.0 ... 
Reading Babo Human V1.0 ... 
Reading Babo Zaz Standalone V1.0 ... 
Reading DD V4.0.0 ... 
Reading DD2 V4.0.0 ... 
Reading DD3 V4.1.0 ... 
Reading DDC V1.2 ... 
Reading DDSL V4.0.0 ... 
Reading Defeat V5 ... 
Reading FNISBase V7.6 ... 
Reading FNISCreatureVersion V7.0 ... 
Reading HCOSBestiality V1.0 ... 
Reading HCOSVore V1.0 ... 
Reading MoreNastyCritters V1.0 ... 
>>Warning: \character\behaviors\FNIS_Necro_Behavior.hkx not Skyrim SE compatible<<
Reading Necro V1.6 ... 
Reading SexLab V1.64 ... 
Reading SexLab_Aroused_Creatures V1.0 ... 
Reading SexLabAP V1.64 ... 
Reading SexLabAroused V2.9 ... 
Reading SexLabCreature V1.64 ... 
Reading SRBCreatures V1.0 ... 
>>Warning: \character\behaviors\FNIS_XPMSE_Behavior.hkx not Skyrim SE compatible<<
Reading XPMSE V7.2 ... 
Reading ZaZAnimationPack V7.00 ... 

All Anim Lists scanned. Generating Behavior Files...
Alternate Animation mods: 4 sets: 41 total groups: 194 added file slots: 1499 alternate files: 1245

Create Creature Behaviors ...
Reading HCOSWildlife V1.0 ...
Reading MoreNastyCritters V1.0 ...
Reading Babo Creature V1.0 ...
Reading HCOSBestiality V1.0 ...
Reading SexLabCreature V1.63 ...
Reading HCOSVore V1.0 ...
Reading Necro V?.? ...
Reading SRBCreatures V1.0 ...
Reading SexLab_Aroused_Creatures V1.0 ...

 5871 animations for 24 mods successfully included (character).

 2600 animations for 9 mods and 44 creatures successfully included..
 4 Warning(s).

Edited by Seresere
  • Seresere changed the title to T-posing Characters
Posted
19 hours ago, Seresere said:

>>Warning: \character\character assets female\skeleton_female.hkx not Skyrim SE compatible<<
>>Warning: \character\character assets\skeleton.hkx not Skyrim SE compatible<<

 

isn't it obvious?

Posted (edited)
6 hours ago, PippinTom said:

 

isn't it obvious?

I strongly reiterate. Very new to modding. Most of my time has been spent fixing things that I found I broke myself. And in the spirit of absolutely giving up before breaking something else, I want to make absolutely sure that I get my fixes right this time.

 

I just want a straightforward solution, preferably step by step, so that I don't have to pull my hair out at how utterly inept I am. Legit just begging for help at this point.

Edited by Seresere
Posted

@PippinTom pointed you in the right direction.  The warnings are there for a reason.

 

You have at least 4 warnings showing in your FNIS output that show you have mods or additions that are not compatible with your version of Skyrim.  It's telling you exactly what you have that needs to be removed or replaced.

 

First thing, delete the FNIS output you got from running it as is.  It's got bad stuff in it and will continue to screw you up as long as it remains.

 

Second, get the correct SE versions of your skeleton and replace the wrong skeleton you have.

 

Third, find where the other two warnings are coming from, presumably More Nasty Critters and SRB Creatures and get the correct SE versions.

Posted
1 hour ago, travelmedic said:

@PippinTom pointed you in the right direction.  The warnings are there for a reason.

 

You have at least 4 warnings showing in your FNIS output that show you have mods or additions that are not compatible with your version of Skyrim.  It's telling you exactly what you have that needs to be removed or replaced.

 

First thing, delete the FNIS output you got from running it as is.  It's got bad stuff in it and will continue to screw you up as long as it remains.

 

Second, get the correct SE versions of your skeleton and replace the wrong skeleton you have.

 

Third, find where the other two warnings are coming from, presumably More Nasty Critters and SRB Creatures and get the correct SE versions.

I'll see to that, thank you. I have a very poor understanding of how FNIS actually works, so it didn't occur to me to delete the output. I'll look through warnings again and see what mods need replacing/deleting. Apologies for what should be a straighforward fix. Modding is stressful as a first timer.

Posted
3 hours ago, Seresere said:

. Modding is stressful as a first timer.

 

It is.  Just accept that you're going to make mistakes, and resolve to learn from them.  

 

There are two types of modders:  those who have screwed up their game in a terrible fashion because they didn't know or follow good modding practices, and those who are liars.  When I started I screwed up, a lot.  Just like probably everyone else here.  But every time I got a little bit better.

 

Look through the forums here on LL, there are some excellent pinned threads to help people get started.  I also recommend tutorials on Youtube by Gopher and Gamer Poets.

Posted
16 minutes ago, travelmedic said:

Look through the forums here on LL,

Just what they never do . Besides , since they don't even use the SE forum , they certainly can't be expected to read before modding

Posted
On 10/28/2023 at 12:32 AM, Seresere said:

New to modding.

First and foremost, what Skyrim game are you using? The older version (Skyrim LE, Oldrim) or the newer version (Skyrim SE)? This is a critical distinction when modding. LE is a 32 bit game. SE is a 64 bit game. As a result (with a few exceptions) mods and tools (including FNIS) are separate and distinct for the two games. Your FNIS output indicates that you have a mix of mods loaded. So, your goal should be to get your mods and tools aligned with the game that you are playing.

Posted (edited)
2 hours ago, Psalam said:

First and foremost, what Skyrim game are you using? The older version (Skyrim LE, Oldrim) or the newer version (Skyrim SE)? This is a critical distinction when modding. LE is a 32 bit game. SE is a 64 bit game. As a result (with a few exceptions) mods and tools (including FNIS) are separate and distinct for the two games. Your FNIS output indicates that you have a mix of mods loaded. So, your goal should be to get your mods and tools aligned with the game that you are playing.

I kind of recognized that. Using the SE version 1.6.640. I know that there's a difference in files and that LE files aren't compatible with SE files. It was actually working fine until I installed a few other mods a day ago. One of them must have had LE skeletons mixed in, but because I did a couple at once, trying to figure out which mod it was. Could be devious devices or aggresive animations. Just saw it on a list of compatible mods and thought it was a safe bet. If not those mods, then I'd have to run through the list again.

 

By the by, I know I might be asking much, but where/how do I delete FNIS outputs? Should I just go through the process of reinstalling mods to be safe?

Edited by Seresere
Posted
1 hour ago, Seresere said:

I kind of recognized that. Using the SE version 1.6.640. I know that there's a difference in files and that LE files aren't compatible with SE files. It was actually working fine until I installed a few other mods a day ago. One of them must have had LE skeletons mixed in, but because I did a couple at once, trying to figure out which mod it was. Could be devious devices or aggresive animations. Just saw it on a list of compatible mods and thought it was a safe bet. If not those mods, then I'd have to run through the list again.

 

By the by, I know I might be asking much, but where/how do I delete FNIS outputs? Should I just go through the process of reinstalling mods to be safe?

I'm not certain what you mean by "delete FNIS outputs". If you mean dealing with the Warnings that you received then yes, delete those mods that FNIS pointed out and find the SE version of the mod and install it instead.

Posted
9 minutes ago, Psalam said:

I'm not certain what you mean by "delete FNIS outputs". If you mean dealing with the Warnings that you received then yes, delete those mods that FNIS pointed out and find the SE version of the mod and install it instead.

Yeah, that makes things a bit easier. Just found the mods with the incompatible file versions. I think it'll be an easy fix from here. Not counting on it, but, I think I'm getting the hang of it. Thanks again.

Posted
7 hours ago, Seresere said:

By the by, I know I might be asking much, but where/how do I delete FNIS outputs? Should I just go through the process of reinstalling mods to be safe?

 

This depends on how you're installing mods.  Basically, when you run FNIS, it generates some nif or hkx (I don't remember exactly, haven't played Skyrim in a while) files.  The exact type doesn't matter, it's mesh related stuff.

 

If you're using Mod Organizer 2, and running FNIS through MO2, it will place these generated meshes into your overwrite folder.  They are easy to find there and remove.  WARNING though, if you have run Bodyslide also, I'm not 100% sure where those meshes go.  I don't think they go to Overwrite, but double check before hitting that delete key.  Worst case scenario you'd just have to redo BS and FNIS.

 

If you're using Vortex I'm not sure where the FNIS meshes go - I've never used Vortex.  Hopefully someone with Vortex experience here can help out with that.

 

 

 

PS  I've never used it, but I think More Nasty Critters has some skeletons included, and very specific instructions on how to install.  Go back and check that page very carefully.

Posted (edited)

Thought I'd give a bit of an update on this. Turns out that I was using an outdated XPMSE.esp file. It was XPMSE.esp as opposed to XPMSSE.esp. Was an easy fix. Went through the proper installation and deleted the conflicting mod, then re-ran it through FNIS. Since I had installed it before the other mods, took me a while to realize it was the SE, not AE version.

Edited by Seresere
Posted

Glad you figured it out, and that the fix was easy.  So often the issue is something so obvious in retrospect, and yet so minor in scale that you can look at it 1000 times and not see it.

 

If I may suggest, edit the title of this thread to start with "[SOLVED]" to help other people find it.

Posted
8 hours ago, Seresere said:

It was XPMSE.esp as opposed to XPMSSE.esp. (...) , took me a while to realize it was the SE, not AE version.

 

I think that marked acronyms' proper meanings are:

...SE -- skeleton extended (not skyrim edition)

...SSE -- skeleton special extended (not skyrim special edition, however special here probably supposed to be suggestion of destination platform, while being confusing factor at the same time)

 

so issue was LE vs SE, not SE vs AE, as AE is just a marketing/community distinction for anniversary build of SSE (anything above v 1.5.97), and both FNIS and XPM development ended long before AE (even if latter one has been revived recently for one last build, yet not due to compatibility issues with AE, according to author anyway)

Posted
2 hours ago, PippinTom said:

 

I think that marked acronyms' proper meanings are:

...SE -- skeleton extended (not skyrim edition)

...SSE -- skeleton special extended (not skyrim special edition, however special here probably supposed to be suggestion of destination platform, while being confusing factor at the same time)

 

so issue was LE vs SE, not SE vs AE, as AE is just a marketing/community distinction for anniversary build of SSE (anything above v 1.5.97), and both FNIS and XPM development ended long before AE (even if latter one has been revived recently for one last build, yet not due to compatibility issues with AE, according to author anyway)

Ah, that is worth noting. Still not quite versed in community lingo, but getting there. I'll keep this in mind for future modding. Thanks a ton! ?

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