shymasogurl Posted March 14 Posted March 14 Hi, anyone know if I can just ignore that or do I need to keep the fnis output file? I switched to pandora the other day
traison Posted March 14 Posted March 14 The value for that comes from sslSystemConfig.CheckSystemPart(). For "FNISGenerated" it returns the value returned by FNIS.IsGenerated(). FNIS.IsGenerated() checks values from FNISVersion.Get() and FNISVersionGenerated.Get() and returns true or false depending on what they are. So, options: Since you're using Pandora, you forgot to keep or install the FNIS scripts. FNISVersion.Get or FNISVersionGenerated.Get returned a value that wasn't expected by FNIS.IsGenerated. FNISVersion comes with the FNIS install, but FNISVersionGenerated looks like it is written to every time you run FNIS. 2
shymasogurl Posted March 14 Author Posted March 14 Awh thank you! I still have fnis and it's output installed as I wasn't sure if I'd need them still and am new to pandora, so I guess I have to run fnis, deactivate it but keep the output on then run pandora? Sorry for so many questions
traison Posted March 14 Posted March 14 (edited) 15 minutes ago, shymasogurl said: ...so I guess I have to run fnis, deactivate it but keep the output on then run pandora? If by FNIS output you mean its behaviour files then no, that has nothing to do with this. You need its scripts. How you obtain them is irrelevant: fnis.pex FNIS_aa.pex FNIS_aa2.pex FNIS_aaNPCLoad.pex FNIS_aaPlayerLoad.pex FNIS_aaQuest.pex FNIS_aaQuest2.pex FNISVersion.pex FNISVersionGenerated.pex Personally I would just install FNIS and leave it as-is. You'll eventually need it for testing anyways when Pandora starts causing Havok and behaviour graph crashes, or when you need to verify that a FNIS mod is working correctly. If you don't already have FNISVersionGenerated.pex somewhere, then you'll have to run FNIS at least once. What you do with it's output is irrelevant, since Pandora writes to the same files, thus overwriting it, i.e. you can bounce between FNIS and Pandora without doing any "output swapping" in your mod manager. 15 minutes ago, shymasogurl said: ...I wasn't sure if I'd need them still and am new to pandora... It's not your fault. Pandora's install instructions as far as I know do not mention needing FNIS anywhere, yet Pandora contains the FNIS plugin. It's a weird oversight by the developer. Either include everything that belongs to the FNIS plugin, or don't include the plugin at all I'd say. Edited March 14 by traison 3
shymasogurl Posted March 14 Author Posted March 14 Wow, thanks a bunch, you're really a big help and you explained it so well! I'm going to go try it now
Kyomi_Ho Posted March 16 Posted March 16 On 3/14/2026 at 7:49 AM, traison said: If by FNIS output you mean its behaviour files then no, that has nothing to do with this. You need its scripts. How you obtain them is irrelevant: fnis.pex FNIS_aa.pex FNIS_aa2.pex FNIS_aaNPCLoad.pex FNIS_aaPlayerLoad.pex FNIS_aaQuest.pex FNIS_aaQuest2.pex FNISVersion.pex FNISVersionGenerated.pex Personally I would just install FNIS and leave it as-is. You'll eventually need it for testing anyways when Pandora starts causing Havok and behaviour graph crashes, or when you need to verify that a FNIS mod is working correctly. If you don't already have FNISVersionGenerated.pex somewhere, then you'll have to run FNIS at least once. What you do with it's output is irrelevant, since Pandora writes to the same files, thus overwriting it, i.e. you can bounce between FNIS and Pandora without doing any "output swapping" in your mod manager. It's not your fault. Pandora's install instructions as far as I know do not mention needing FNIS anywhere, yet Pandora contains the FNIS plugin. It's a weird oversight by the developer. Either include everything that belongs to the FNIS plugin, or don't include the plugin at all I'd say. Can I add those files from fnis to the pandora behavior engine to get it to work or do I have to make a new mod file?
traison Posted March 17 Posted March 17 2 hours ago, Kyomi_Ho said: Can I add those files from fnis to the pandora behavior engine to get it to work or do I have to make a new mod file? That's for you to decide, up- and downsides in both.
Kyomi_Ho Posted March 17 Posted March 17 11 minutes ago, traison said: That's for you to decide, up- and downsides in both. What are the downsides?
traison Posted March 17 Posted March 17 19 minutes ago, Kyomi_Ho said: What are the downsides? Seriously, need to decide this for yourself. You won't get far in modding if naming schemes and item organization are a problem, these are kindergarten-level things. Hypotetically, lets say you installed Pandora in a mod named "Pandora". The questions you need to answer then are: Does it make sense for me to put FNIS scripts in a mod named "Pandora"? Does it make sense for FNIS scripts to be in the same mod as the FNIS plugin, even if that mod is called "Pandora"? Would I rather have FNIS scripts in a separate mod, so that when I update Pandora, I don't have to re-merge or move the FNIS scripts again? Does it make sense for FNIS scripts to be in a mod called "FNIS scripts" when the FNIS plugin is in a mod called "Pandora"? Do I have something else further down the load order that conflicts with both Pandora and the FNIS scripts and has to be loaded after Pandora but before the FNIS scripts? What am I likely to do in the future that could affect this? How do I minimize the chances of me forgetting how this was set up?
Kyomi_Ho Posted March 17 Posted March 17 17 hours ago, traison said: Seriously, need to decide this for yourself. You won't get far in modding if naming schemes and item organization are a problem, these are kindergarten-level things. Hypotetically, lets say you installed Pandora in a mod named "Pandora". The questions you need to answer then are: Does it make sense for me to put FNIS scripts in a mod named "Pandora"? Does it make sense for FNIS scripts to be in the same mod as the FNIS plugin, even if that mod is called "Pandora"? Would I rather have FNIS scripts in a separate mod, so that when I update Pandora, I don't have to re-merge or move the FNIS scripts again? Does it make sense for FNIS scripts to be in a mod called "FNIS scripts" when the FNIS plugin is in a mod called "Pandora"? Do I have something else further down the load order that conflicts with both Pandora and the FNIS scripts and has to be loaded after Pandora but before the FNIS scripts? What am I likely to do in the future that could affect this? How do I minimize the chances of me forgetting how this was set up? I apologize to being new and not realizing that. Thanks for taking the time to answer my question.
traison Posted March 17 Posted March 17 34 minutes ago, Kyomi_Ho said: I apologize to being new and not realizing that. Thanks for taking the time to answer my question. The short version is, install both Pandora and FNIS. Have FNIS load after Pandora. Build your behaviour files with Pandora, and when Pandora breaks you rebuild them with FNIS to see if the problem goes away.
BonitaMussolini Posted May 13 Posted May 13 (edited) On 3/14/2026 at 6:49 AM, traison said: If by FNIS output you mean its behaviour files then no, that has nothing to do with this. You need its scripts. How you obtain them is irrelevant: fnis.pex FNIS_aa.pex FNIS_aa2.pex FNIS_aaNPCLoad.pex FNIS_aaPlayerLoad.pex FNIS_aaQuest.pex FNIS_aaQuest2.pex FNISVersion.pex FNISVersionGenerated.pex Personally I would just install FNIS and leave it as-is. You'll eventually need it for testing anyways when Pandora starts causing Havok and behaviour graph crashes, or when you need to verify that a FNIS mod is working correctly. If you don't already have FNISVersionGenerated.pex somewhere, then you'll have to run FNIS at least once. What you do with it's output is irrelevant, since Pandora writes to the same files, thus overwriting it, i.e. you can bounce between FNIS and Pandora without doing any "output swapping" in your mod manager. It's not your fault. Pandora's install instructions as far as I know do not mention needing FNIS anywhere, yet Pandora contains the FNIS plugin. It's a weird oversight by the developer. Either include everything that belongs to the FNIS plugin, or don't include the plugin at all I'd say. I'm having issues with Pandora as well and after following this info I still had an issue. On a new game, I set packs and registered them in SL Anim, tested the pack with just FNIS/FNIS Creature support and the packs worked fine. I then saved, exited, ran Pandora, loaded the save and tested the exact same animations and the game had both human and creature just idling. I verified these scripts were in fact showing and I've followed the Pandora installation instructions to the letter but just cannot get it to stop idling when creatures are involved. Human on Human animations work fine with Pandora but whenever a creature is involved Pandora just doesn't seem to want to run the animations. Any suggestions? P.S. Not only does Pandora's installation instructions not mention needing the scripts, it explicitly states you should not have or run FNIS/Nemesis when using Pandora and should delete the associated folders so Idk whats going on with that lol. Edited May 13 by BonitaMussolini
traison Posted May 13 Posted May 13 (edited) 3 hours ago, BonitaMussolini said: Not only does Pandora's installation instructions not mention needing the scripts... Technically that is correct since there is nothing in Pandora that requires them, but since you most likely want to run SL and XPMSE that changes the situation. 3 hours ago, BonitaMussolini said: ...it explicitly states you should not have or run FNIS/Nemesis when using Pandora... Having and running are 2 different things. 3 hours ago, BonitaMussolini said: ...and should delete the associated folders... That's the safe way of doing it, but while you're at it, you should remember that even if you had MO2 set to output all *NEW* files created by FNIS and/or Pandora to a separate mod, any shoe-n'-hat or pink dildo mod you have installed could have contained a relevant hkx file which means FNIS and/or Pandora now wrote one of its files into this 3rd party mod. So as an example, removing FNIS output is thus not guaranteed to happen by removing the MO2 output folder for FNIS. Personally I jump between FNIS and Pandora and never delete any files or folders. My behaviour files are wherever they want to be. But this also means that if I for whatever reason had to start using Nemesis, the first thing I'd have to is write up a Python script to consolidate all behaviour files somewhere where I can manage them. 3 hours ago, BonitaMussolini said: tested the pack with just FNIS/FNIS Creature support and the packs worked fine. I then saved, exited, ran Pandora, loaded the save and tested the exact same animations and the game had both human and creature just idling. The first thing that comes to mind is that you have some mod that's only active when ran through Pandora or Nemesis, and this mod contains something that breaks creature behaviour files. TDM for instance works fine in FNIS, but has additional components that activate when using Nemesis or Pandora. Start from Engine.log in the Pandora installation directory. If there's nothing obvious in there, then remove animation mods until the problem goes away. While you're at it, untick the XPMSE patch in the Pandora GUI. Edited May 13 by traison
PippinTom Posted May 13 Posted May 13 5 hours ago, traison said: any shoe-n'-hat or pink dildo mod you have installed could have contained a relevant hkx file which means FNIS and/or Pandora now wrote one of its files into this 3rd party mod. So as an example, removing FNIS output is thus not guaranteed to happen by removing the MO2 output folder for FNIS apologies for me intruding - but that would not happen if all mods were packed into BSAa, what makes their resources readonly and more manageable than loose-shit-mess is.
traison Posted May 13 Posted May 13 28 minutes ago, PippinTom said: ...but that would not happen if all mods were packed into BSAa... From the point of view of the operating system and the usvfs that mod does not contain a relevant hkx file. This is not a Skyrim load order question but rather a file system one.
PippinTom Posted May 13 Posted May 13 (edited) 21 minutes ago, traison said: From the point of view of the operating system and the usvfs that mod does not contain a relevant hkx file. This is not a Skyrim load order question but rather a file system one. I think you missed my point or I'm missing yours - it's not vfs nor load order (plugin related) issue - it's just mod manager logic that if it finds a writable file with the name that matches output of any tool then it redirects it to that file (instance with highest "load order pre-selection priority" anyway). And that's not limited to FNIS - bodyslide generated nifs follow the same logic as well as config files etc. edit: of course - if no file were found - overwite dir is selected and file gets created there, in case of Mo2 anyway Edited May 13 by PippinTom
BonitaMussolini Posted May 15 Posted May 15 (edited) T On 5/13/2026 at 3:10 AM, traison said: The first thing that comes to mind is that you have some mod that's only active when ran through Pandora or Nemesis, and this mod contains something that breaks creature behaviour files. TDM for instance works fine in FNIS, but has additional components that activate when using Nemesis or Pandora. Start from Engine.log in the Pandora installation directory. If there's nothing obvious in there, then remove animation mods until the problem goes away. While you're at it, untick the XPMSE patch in the Pandora GUI. The newer version of Pandora doesn't even have the skeleton patch option anymore because it uses the runtime auto skeleton standalone mod instead. I have no idea whats going on, I fully removed everything related to vortex and skyrim in general as well as all the mod downloads and started completely fresh on MO2 (been wanting to swap anyways, this just gave me a reason to actually do it), followed their step by step for MO2 and still get the same parse warning for Baka's riekling project. I reached out on Baka's discord and 4 people were able to confirm they use the newest version of Pandora on MO2 and have no issues so I'm just at a loss at this point. Maybe I'm just retarded (well I know I am) but how could it fail and cause idling on 100% fresh installs when others have no issues? Edited May 15 by BonitaMussolini
traison Posted May 15 Posted May 15 1 hour ago, BonitaMussolini said: ...still get the same parse warning for Baka's riekling project. Pandora has been throwing those "FAILED" warnings for FNIS mods probably since it was first released. This bug has also been fixed in at least one version already, yet there it still is. As far as I know, those warnings are bogus. This is part of the reason why I fear Pandora is suffering from spaghetti code.
BonitaMussolini Posted May 15 Posted May 15 10 hours ago, traison said: Pandora has been throwing those "FAILED" warnings for FNIS mods probably since it was first released. This bug has also been fixed in at least one version already, yet there it still is. As far as I know, those warnings are bogus. This is part of the reason why I fear Pandora is suffering from spaghetti code. Damn thanks for the info idk what the issue is then because Anub, Billy and MNC packs all cause idles trying to use Pandora so at this point I'm just getting rid of it all together. after 3 days of trying to resolve this issue Pandora is just useless for me.
traison Posted May 15 Posted May 15 1 hour ago, BonitaMussolini said: Damn thanks for the info idk what the issue is then because Anub, Billy and MNC packs all cause idles trying to use Pandora so at this point I'm just getting rid of it all together. after 3 days of trying to resolve this issue Pandora is just useless for me. Could be in Papyrus too. Have you checked your log?
BonitaMussolini Posted May 15 Posted May 15 28 minutes ago, traison said: Could be in Papyrus too. Have you checked your log? Yea I had checked and found papyrus only had a handful of warnings for ZAZ missing files and an issue starting TNTR/Baka traps (I've had an issue with O.M.N.O.M.S. starting animations with non-mimic chests) but neither should be related to the animations idling especially MNC because it doesnt use any ZAZ assets that I'm aware of (at least I dont think, I've only been doing this for like 5 months so I'm super new at reading logs). When I checked after using Pandora I get a TON of warnings for script errors that didn't exist which I dont understand because Pandora doesn't touch scripts or strings, just the .hkx files right? Idk I'm definitely not knowledgeable yet to figure out some of this stuff so I'm sure I've done something wrong.
Really??? Posted May 15 Posted May 15 Hi I am having the same problem with my werewolf idling in the corner. I have just updated Pandora from a now archived version that worked very well. I did uninstall F.N.I.S and Nemesis as per Pandora's directions. Am I to understand that, with this new Pandora update, in order to get these mods to work agian I have to reinstall them?
traison Posted May 15 Posted May 15 23 minutes ago, Really??? said: I did uninstall F.N.I.S and Nemesis as per Pandora's directions. Am I to understand that, with this new Pandora update, in order to get these mods to work agian I have to reinstall them? No one said anything about installing Nemesis. Whether you need FNIS or not you can see in your Papyrus log.
Really??? Posted May 16 Posted May 16 Thank you. I have finally located the papyrus log. I have to be honest I have no idea how to read this. I did look it through but I don't see any mention of F.N.I.S.
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