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EDIT: Got an updated FNIS working inside MO2, but character is t-posing even after generating new output.


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Posted (edited)

EDIT: see post 2

 

Hello,

 

I tried out that new Keizaal Online Roleplaying thing. As a result it removed several of my plugins to its separate ''Steam\steamapps\common\Skyrim Special Edition\Data\_disabledByKzl''. Now I want to just go back to my regular modded playthrough, but I struggle to get several plugins back to my (MO2) folder and working again. Those are

 

FNIS.Esp (installing from Nexus gives a folder not setup right error)

Bashed Patch, 0.Esp

 

And also _resourcepack BAS and ESL files I want to get back in their original spot, though I found a potential(?) work around with a manual download of it as it was a missing master to a bunch of mods.

 

I was looking into MO2 folder via the explorer, but I saw all those mods installed in subfolders and I don't want to fuck it up even more,

 

The other ''banned''  plugins were ESP's like CBBE and Racemenu, but they were still installed in MO2 with enabled plugins and weren't missing before trying to load my game. Yes, I know FNIS works differently (and the executable is still in the drop down menu).

Edited by Viktor86
Posted

I managed to get those ESP's working again, but am now running into a new (old) issue: my character is t-posing. I even did the whole FNIS Generate stuff over again after removing its previous output and put LOOT to work for auto sorting, but still doesn't work. I haven't changed anything other than installing and enabling the last version of FNIS inside MO2 + turning that in an executable. It always worked for me, so I never saw the reason to swap programs.

 

20260411223428_1.jpg.6c4b90a202314322f16b2c24b0d713df.jpg

  • Viktor86 changed the title to EDIT: Got an updated FNIS working inside MO2, but character is t-posing even after generating new output.
Posted
24 minutes ago, Viktor86 said:

I even did the whole FNIS Generate stuff over again...

 

But the question is, did you check it's output?

Posted
16 minutes ago, traison said:

 

But the question is, did you check it's output?

 

I never really did, always worked fine and didn't want to risk clicking something I shouldn't. I removed the old output from the ''mod'' I created earlier, ensured my overwrite was empty, ran the GenerateFNISforUsers.exe via the executable in MO2 and turned the output of that in a separate ''mod'' named FNIS Output, which I enabled.

 

I see a folder with meshes and tools, with much more sub folder in them. All files and folders referring to the various creatures. No reference to FNIS Sexy Move or FNISSpells or like that, which are both enabled.

 

The Generate.exe did give one warning:

 

>>Warning: \character\behaviors\FNIS_FNISBase_Behavior.hkx not Skyrim SE compatible<<

Posted
18 minutes ago, Viktor86 said:

The Generate.exe did give one warning:

 

>>Warning: \character\behaviors\FNIS_FNISBase_Behavior.hkx not Skyrim SE compatible<<

 

That is why you're T-posing.

Posted
29 minutes ago, Viktor86 said:

 

How do I fix this?

 

By installing the SE/AE version of the mod that's currently providing FNIS_FNISBase_Behavior.hkx.

Posted (edited)
26 minutes ago, traison said:

 

By installing the SE/AE version of the mod that's currently providing FNIS_FNISBase_Behavior.hkx.

 

For some reason I had downloaded the LE version instead of the SE/AE version. Got the proper version now, ran the whole cycle once more and it's fixed.

 

Thanks for helping this noob! 🥰

Edited by Viktor86

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