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Odd issue with FNIS creature pack


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Posted

Disclaimer: this mod setup is from the NOLVUS modpack, which I know is hard to troubleshoot and often something people don't want to bother with. If you're one of those, I appreciate that you are frustrated with people asking for help their modpack setups, but I'm not looking for you to tell me the issue with adding mods to a modpack. I know. I'm looking to see if anyone has experienced an FNIS issue like this before.

To the actual issue at hand: FNIS is not generating all creature behaviors. Emphasis on all. It generates most of the creatures, yet it leaves out Draugr, Falmer, Giant and Dwarven Steam Centurion (the other centurion creature gets generated just fine).

I run FNIS from MO2 and have set it to generate to an output mod. Since this is a NOLVUS install, there's a specific process in place for it, which goes like this:
1. Disable all Nemesis modfiles.
2. Run FNIS Behavior with Creature Pack and Output mod enabled.
3. Run Nemesis with all three FNIS mods disabled and all three Nemesis mods enabled (Behavior, Creature, Output)
4. Open Nemesis Output and delete files and sub-folders in Meshes except Character sub-folder
5. Deactivate Nemesis Engine and Creature
6. Activate FNIS Creature and Output
7. Delete dummy FNIS.esp in Nemesis folder

 

I have mods that have animations for the creature races listed above. The animation naturally plays for my character, but not the creatures (since the files have not been generated.)

I tried reinstalling FNIS and the Creature pack, yet it still fails to recognize the creature files of those four creatures. I checked my Creature Pack files, and they do contain files for those races, they are just not getting generated for whatever reason. I have checked after generating, so Nemesis should have no effect on it, as they are disabled when it's being generated.

 

I have uploaded the screenshots of FNIS as well as the Meshes folder in my FNIS Output below. I know that it gives an error path, but that is simple because it is installed in Nolvus' folders. I would understand it being an issue with Nolvus is none of the animations would generate, but it baffles me that only those four race types are affected.

 

FNIS1.JPG.3276c530aa6b6b38dd40e7159242cd6d.JPGFNIS2.JPG.d60d327ab8a5c72304c35b9890507fec.JPGFNIS3.JPG.043a39e76c3bda7f77cf3809457e9ef3.JPGFNIS4.JPG.7d64f21d1020827e9b93cf011b99afcf.JPG

 

And the files generated

 

FNIS5.JPG.e4aa0b73f9103d79856c37d005ad6f62.JPG

 

Thanks in advance to all suggestions.

Posted (edited)

I can't tell you whether its supposed to generate those files or not, however there's a major missconception in your OP, which is this:

26 minutes ago, Pump-a-rump said:

I run FNIS from MO2 and have set it to generate to an output mod.

 

This is not a concept that exists in MO2. If you hover over the option that seems to provide this feature you'll see that the tooltip specifically says "new files". New files in the eyes of MO2 are files that do not already exist in another mod. So before jumping to the conclusion here that FNIS isn't generating specific files, you should find another way to verify whether its generating them or not. Checksums, or the modification date and/or file size would suffice. The data tab on the right side of MO2 will also be useful.

Edited by traison
Posted
28 minutes ago, traison said:

I can't tell you whether its supposed to generate those files or not, however there's a major missconception in your OP, which is this:

 

This is not a concept that exists in MO2. If you hover over the option that seems to provide this feature you'll see that the tooltip specifically says "new files". New files in the eyes of MO2 are files that do not already exist in another mod. So before jumping to the conclusion here that FNIS isn't generating specific files, you should find another way to verify whether its generating them or not. Checksums, or the modification date and/or file size would suffice. The data tab on the right side of MO2 will also be useful.

I'm not entirely sure I understand what you mean by that. By generating the files that FNIS creates once it has run its engine into a mod of its own, then putting the output mod below the other FNIS mods, that should overwrite them once I run Skyrim through MO2. This is a method that is often used, or at least I have encountered is used a lot. 

I even use an output file for Nemesis to load those animations, and that works fine. I have removed everything from the Output folder and regenerated it multiple times and all the other files are successfully being created, safe for the creatures listed above. The other creature animations work fine in game with the Output mod. I have deleted the files in Output mod, then tested to confirm they don't work (they do not), then redone it again, where they work (except for the races in question).
 

Posted (edited)

Imagine this setup:

 

Mod 1\Meshes\actors\cow\behavior.hkx

Mod 2\Meshes\actors\troll\behavior.hkx

 

Now you generate FNIS files with the option checked to place new files in "Mod 3", and these files are generated:

 

Mod 3\Meshes\actors\wolf\behavior.hkx

Mod 3\Meshes\actors\dragon\behavior.hkx

 

This does not mean FNIS didn't create/edit the cow and troll behavior files. They were overwritten in Mod 1 and Mod 2 because they already existed.

 

The data tab on the right side of MO2; use that to determine whether the files you think are missing are actually missing. If you see them in the data tab, it will show you which mod is providing them and you can take action from there.

Edited by traison
Spelling is hard
Posted
15 minutes ago, traison said:

Imagine this setup:

 

Mod 1\Meshes\actors\cow\behavior.hkx

Mod 2\Meshes\actors\troll\behavior.hkx

 

Now you generate FNIS files with the option checked to place new files in "Mod 3", and these files are generated:

 

Mod 3\Meshes\actors\wolf\behavior.hkx

Mod 3\Meshes\actors\dragon\behavior.hkx

 

This does not mean FNIS didn't create/edit the cow and troll behavior files. They were overwritten in Mod 1 and Mod 2 because they already existed.

 

The data tab on the right side of MO2; use that to determine whether the files you think are missing are actually missing. If they see them in the data tab, it will show you which mod is providing them and you can take action from there.


Oh, I see what you mean about new files now. So, if it's already detecting a behavior file for the creature somewhere, MO2 will not create the corresponding file? When looking in the data tab on the right side, it does seem like those races' behavior files are using a combat mod. I'll try to see if I can fix this. I think you just solved my issue though, so thanks a ton!

Posted

Yep, issue is solved. Thank you very much. It seems those behavior files already exist in the Ultimate Combat mod, which is overwriting my FNIS Output. 

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