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Sexlab Says FNIS is outdated but I Just Updated!


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Posted

Hey all, having an issue where Sexlab says once I go in game that it requires FNIS 5.0+ yet I just downloaded and ran the generator. Once I go back in-game the saves I previously access cause me to crash. I instead have to go back to previous saves, but once I do they crash after the next time I go in, if that makes sense. Any help would be appreciated :s

Posted

try this:

 

remove both folders GenerateFNIS_for_Modders and GenerateFNIS_for_Users from /skyrim/data/tools and paste the new ones

 

I hope that solves your problem

 

sorry for my english

Posted

try this:

 

remove both folders GenerateFNIS_for_Modders and GenerateFNIS_for_Users from /skyrim/data/tools and paste the new ones

 

I hope that solves your problem

 

sorry for my english

 

Unfortunately I use Mod Organizer so I'm not sure how I'd do that with it

Posted

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

FNIS Behavior V5.1.1   7/6/2014 11:06:01 PM
Skyrim: 1.9.32.0 - C:\Program Files (x86)\Steam\steamapps\common\Skyrim (Steam)

Skeleton female: Default (99 bones)   male: Default (99 bones)
Patch: "SKELETON Arm Fix"

Reading APPS V?.? ...
Reading DeviousDevices V?.?  ( 0 furniture, 2 offset, 0 paired, 0 kill, 0 alternate animations) ...
Reading EstrusChaurus V?.? ...
Reading FNIS V5.1.1 ...
Reading FNISBase V5.1.1 ...
Reading FNISCreatureVersion V5.1 ...
Reading FNISSpells V5.0.1  ( 0 furniture, 0 offset, 9 paired, 0 kill, 0 alternate animations) ...
Reading SexLab V?.? ...
Reading SexLabCreature V1.58 ...
Reading SexLabDefeat V?.? ...
Reading ZaZAnimationPack V5.5.3  ( 6 furniture, 10 offset, 0 paired, 0 kill, 0 alternate animations) ...
Reading o3dzazERROR(2011): OLD FNIS version? Wrong line in Animation List, line  22 (..\..\meshes\actors\character\animations\o3dzaz\FNIS_o3dzaz_List.txt):  fu wallshackle01 idleshackled.hkx idleshackled.hkx idleshackledexit.hkx

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

Just noticed the new ZazAnimation Update. Could that be the cause?

Posted

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

FNIS Behavior V5.1.1   7/6/2014 11:06:01 PM

Skyrim: 1.9.32.0 - C:\Program Files (x86)\Steam\steamapps\common\Skyrim (Steam)

 

Skeleton female: Default (99 bones)   male: Default (99 bones)

Patch: "SKELETON Arm Fix"

 

Reading APPS V?.? ...

Reading DeviousDevices V?.?  ( 0 furniture, 2 offset, 0 paired, 0 kill, 0 alternate animations) ...

Reading EstrusChaurus V?.? ...

Reading FNIS V5.1.1 ...

Reading FNISBase V5.1.1 ...

Reading FNISCreatureVersion V5.1 ...

Reading FNISSpells V5.0.1  ( 0 furniture, 0 offset, 9 paired, 0 kill, 0 alternate animations) ...

Reading SexLab V?.? ...

Reading SexLabCreature V1.58 ...

Reading SexLabDefeat V?.? ...

Reading ZaZAnimationPack V5.5.3  ( 6 furniture, 10 offset, 0 paired, 0 kill, 0 alternate animations) ...

Reading o3dzazERROR(2011): OLD FNIS version? Wrong line in Animation List, line  22 (..\..\meshes\actors\character\animations\o3dzaz\FNIS_o3dzaz_List.txt):  fu wallshackle01 idleshackled.hkx idleshackled.hkx idleshackledexit.hkx

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

Just noticed the new ZazAnimation Update. Could that be the cause?

 

I see what's wrong off the bat.  It looks like a vanilla skyrim skeleton since only 99 bones. That is bound to crash with complex animations. Animations require pivot points on joints.

 

I've been bit by skeles being replaced in nmm before... so, 

 

Be careful to look at skeletons and any mod which replaces them... I've added animation mods which - for some reason, I guess they're trying to be helpful, but toss on another older version of a skeleton. Plays havoc with your other animations.

 

Even on xp32 ... some people say they include xp32 but I found mods changing to what they say is xp32 and only 129 bones? 

 

 

Here is my FNIS gen... is an xp32 from the main dl on nexus. Note there are 242 female bones and  242 male bones... 

 

FNIS Behavior V5.0.2   7/7/2014 1:57:17 AM
Skyrim: 1.9.32.0 - 
Generator: C:\Program Files\Skyrim - Legendary Edition\Data\tools\GenerateFNIS_for_Users
Skeleton female: XPMS (242 bones)   male: XPMS (242 bones)
Patch: "GENDER Specific Animations" 
Patch: "SKELETON Arm Fix" 
Patch: * xp32's "New Animation for Running with Bow" 
Patch: * xp32's "New Animation for 1H Weapon" 
Patch: * xp32's "Momo Acrobatic Jump" 
 
Reading DeviousDevices V?.? ( 0 furniture, 2 offset, 0 paired, 0 kill, 0 alternate animations) ...
Reading FNIS V5.0.2 ...
Reading FNISBase V5.0.2 ...
Reading FNISCreatureVersion V5.0.2 ...
Reading FNISSpells V5.0.1 ( 0 furniture, 0 offset, 9 paired, 0 kill, 0 alternate animations) ...
Reading MomoAJ V?.? ...
Reading sanguinesDebauchery V?.? ...
Reading SexLab V?.? ...
Reading SexLabCreature V?.? ...
Reading SexLabFSAnimations V?.? ...
Reading ZaZAnimationPack V5.5.3 ( 6 furniture, 10 offset, 0 paired, 0 kill, 0 alternate animations) ...
 
All Anim Lists scanned. Generating Behavior Files....
 17 GENDER modifications for Animations\male\
 47 GENDER modifications for Animations\female\
Generating animationsetdatasinglefile.txt ...
 
Create Creature Behaviors ...
Reading SexLabCreature V?.? ...
 
 ( 6 furniture, 12 offset, 0 alternate animations) - mt_behavior usage: 2.9 %
 ( 9 paired, 0 kill animations) - 0_master usage: 3.1 %
 1970 animations for 11 mods successfully included (character)
 307 animations for 1 mods and 17 creatures successfully included.
 1 Warning(s).
 
The one warning is 
 
Duplicate AnimFile mt_JumpFastBack.hkx for character, mods MomoAJ and standard
 1 possible consistence issues
 
But the author of xp did that animation himself? He had one misnamed in there too... but I fixed it as I wanted his cool  Backflip animations ... and made them work.
 

 

I was up to 3846 animations ... but I been rolling in and out mods constantly playing around with what's out there.

 

Pain in the arse am contemplating adding in frostfall  on top ... just to place a quiver down on lower back waist, dunno may like the added imersion. 

 

I'd also would love to run exclusive path but imagine the headache of maintaining it.

 

BTW... your main animations live in (whatever your skyrim path),,,/data/meshes/actors/character/animations of course holds true for other creatures.

 

 

Anyway get yourself a skeleton,,, I'm using "xp32 maximum skeleton" some people like others, can't say if better, I just know what works.

Posted

To select the text in the FNIS output box just get the cursor in there and press CTRL-A to select all the text, not just the part that is showing.

 

Your pasted output ended with a suspicious line:

 

Reading o3dzazERROR(2011): OLD FNIS version? Wrong line in Animation List, line 22 (..\..\meshes\actors\character\animations\o3dzaz\FNIS_o3dzaz_List.txt): fu wallshackle01 idleshackled.hkx idleshackled.hkx idleshackledexit.hkx

 

But since you didn't get the rest of the text there's no way for me to see if that was treated as an error or just ignored.

 

The animations will work with the vanilla skeletons but they won't be aligned as well. You also need nude body mods to make this work right because watching people rub their underwear against each other just looks demented. The fact that you still have vanilla skeletons indicates you probably also still have vanilla (underwear attached) bodies.

Posted

the animations didn't work for me at all until I downloaded a skeleton

also make sure you are using the fnis that says alpha because mine didn't work until i downloaded that one

Posted

Huh, it's strange because I remember downloading the xp32 skeleton. Like you said Eflat it must have been one a mod that overwritten it. This could be the reason for the issue with Slaverun as well (PC not able to perform the pillory animation) Strange but very frustrating, because like you described WaxenFigure some of the animations are misaligned (but never too much to not enjoy it :blush: )I have the UNP Body installed and it's never been an issue for me. I'll download the skeleton again now and see what happens.

 

I should note I use MO. WaxenFigure, that was the entire text I got back... which worries me. Here's a screenshot:

 

post-406869-0-15983400-1404776600_thumb.png

Posted

That should not be the complete text, try running it again and WAIT for a minute or five before pressing the exit button. The most recent versions of FNIS take a lot longer to run than the older ones and you may be exiting it before it has finished.

 

You should certainly be getting the summary information like eflat0 posted.

 

Since you have MO, if that fails try disabling the O3D mod and running it again to see if it makes a difference.

 

Worst case, we'll have to ask Fore for help but I'd rather not bother him if we can avoid it, his time is better spent on deciphering the multitude of nasty surprises hidden in the animation system used by Skyrim.

Posted

Yeah waited about five minutes and nothing more displays. Where is the O3D mod located? I've only recently switched over to MO so everything is still a little new.

Posted

Huh, it's strange because I remember downloading the xp32 skeleton. Like you said Eflat it must have been one a mod that overwritten it. This could be the reason for the issue with Slaverun as well (PC not able to perform the pillory animation) Strange but very frustrating, because like you described WaxenFigure some of the animations are misaligned (but never too much to not enjoy it :blush: )I have the UNP Body installed and it's never been an issue for me. I'll download the skeleton again now and see what happens.

 

I should note I use MO. WaxenFigure, that was the entire text I got back... which worries me. Here's a screenshot:

 

attachicon.gifMO.png

 

I know it is... I've been down that road. when you have a ton of mods you run into overlaps and you get used to clicking - sure go ahead overwrite.

 

 

I'm only running 82 mods active atm but is a pain even with nmm to keep them ordered and straight. I wish nmm would let you examine the archive file in listing without going through a drop down menu and scrolling through the lot.... are like a thousand files in that repository directory of mine now.

Posted

...

 

I know it is... I've been down that road. when you have a ton of mods you run into overlaps and you get used to clicking - sure go ahead overwrite.

 

 

I'm only running 82 mods active atm but is a pain even with nmm to keep them ordered and straight. I wish nmm would let you examine the archive file in listing without going through a drop down menu and scrolling through the lot.... are like a thousand files in that repository directory of mine now.

He said he's using Mod Organizer, you don't have that overwrite problem with MO. MO does that by keeping all the files for each mod completely separate and out of the Data folder. It provides a merged view for the game as it starts the game. That means you never have one mod overwriting files from another mod and where the mods do clash you have absolute control as to which mod wins and can even control it at a file by file level instead of at the mod level if required.

 

MO also means removing a mod (or even disabling it) removes ALL of it's files from the merged view the game sees.

Posted

 

Yeah waited about five minutes and nothing more displays. Where is the O3D mod located? I've only recently switched over to MO so everything is still a little new.

You seem to have this mod:

 

http://www.loverslab.com/topic/20002-wip-oli3d-furniture-bondage-004-2014-test-fix-2/

 

 

Ahh that made FNIS follow through! Honestly, I don't know why I have O3D, I went on a modding-spree one night and I guess I overlooked at what it does.

 

Here's the updated list. Looks like it actually generated correctly this time. I'll go in-game now and see whats up.

 

FNIS Behavior V5.1.1   7/8/2014 5:27:57 PM

Skyrim: 1.9.32.0 - C:\Program Files (x86)\Steam\steamapps\common\Skyrim (Steam)

 

Skeleton female: XPMS (242 bones)   male: XPMS (242 bones)

Patch: "SKELETON Arm Fix"

 

Reading APPS V?.? ...

Reading DeviousDevices V?.?  ( 0 furniture, 2 offset, 0 paired, 0 kill, 0 alternate animations) ...

Reading EstrusChaurus V?.? ...

Reading FNIS V5.1.1 ...

Reading FNISBase V5.1.1 ...

Reading FNISCreatureVersion V5.1 ...

Reading FNISSpells V5.0.1  ( 0 furniture, 0 offset, 9 paired, 0 kill, 0 alternate animations) ...

Reading SexLab V?.? ...

Reading SexLabCreature V1.58 ...

Reading SexLabDefeat V?.? ...

Reading ZaZAnimationPack V5.5.3  ( 6 furniture, 10 offset, 0 paired, 0 kill, 0 alternate animations) ...

Reading sanguinesDebauchery V?.? ...

Reading zzEstrus V?.? ...

 

All Anim Lists scanned. Generating Behavior Files ...

Generating animationsetdatasinglefile.txt ...

 

Create Creature Behaviors ...

Reading SexLabCreature V?.? ...

 

mt_behavior usage: 3.3 %   ( 6 furniture, 12 offset, 0 alternate animations)

0_master usage: 3.2 %   ( 9 paired, 0 kill animations)

 1616 animations for 13 mods successfully included (character)

 322 animations for 1 mods and 18 creatures successfully included.

 

 

Edit: Looks like it worked! Not getting that warning at the start of a save game anymore, and animations for Animal Mansion work! I'll try Slaverun now but so far so good! Thanks for the help, I really appreciate it :)

Posted

 

...

 

I know it is... I've been down that road. when you have a ton of mods you run into overlaps and you get used to clicking - sure go ahead overwrite.

 

 

I'm only running 82 mods active atm but is a pain even with nmm to keep them ordered and straight. I wish nmm would let you examine the archive file in listing without going through a drop down menu and scrolling through the lot.... are like a thousand files in that repository directory of mine now.

He said he's using Mod Organizer, you don't have that overwrite problem with MO. MO does that by keeping all the files for each mod completely separate and out of the Data folder. It provides a merged view for the game as it starts the game. That means you never have one mod overwriting files from another mod and where the mods do clash you have absolute control as to which mod wins and can even control it at a file by file level instead of at the mod level if required.

 

MO also means removing a mod (or even disabling it) removes ALL of it's files from the merged view the game sees.

 

 

I know what he's saying... I use it too. And yes, you can screw it up as it runs on file name/size not some version ids on the files in the arc. When you get a lot of overlap mo asks ... and you decide, Hmmm should we keep the old or overwrite?

 

It's easy to hit overwrite all when it becomes one dialog box after another.

 

i.e.

 

http://www.nexusmods.com/skyrim/mods/601/?

 

http://www.nexusmods.com/skyrim/mods/29622/?

 

and

 

http://www.nexusmods.com/skyrim/mods/26800/?

 

all contain skeleton nifs... and even though are xp32 are not the same xp32 skeletons. When you run mo it sees that but you have to decide which skeleton to use. FYI the skele nifs in last one will work for all three just fine but the skeleton in the first seems to create issues with other files in the second and vis-versa.

Posted

 

 

Yeah waited about five minutes and nothing more displays. Where is the O3D mod located? I've only recently switched over to MO so everything is still a little new.

You seem to have this mod:

 

http://www.loverslab.com/topic/20002-wip-oli3d-furniture-bondage-004-2014-test-fix-2/

 

 

Ahh that made FNIS follow through! Honestly, I don't know why I have O3D, I went on a modding-spree one night and I guess I overlooked at what it does.

 

Here's the updated list. Looks like it actually generated correctly this time. I'll go in-game now and see whats up.

 

FNIS Behavior V5.1.1   7/8/2014 5:27:57 PM

Skyrim: 1.9.32.0 - C:\Program Files (x86)\Steam\steamapps\common\Skyrim (Steam)

 

Skeleton female: XPMS (242 bones)   male: XPMS (242 bones)

Patch: "SKELETON Arm Fix"

 

Reading APPS V?.? ...

Reading DeviousDevices V?.?  ( 0 furniture, 2 offset, 0 paired, 0 kill, 0 alternate animations) ...

Reading EstrusChaurus V?.? ...

Reading FNIS V5.1.1 ...

Reading FNISBase V5.1.1 ...

Reading FNISCreatureVersion V5.1 ...

Reading FNISSpells V5.0.1  ( 0 furniture, 0 offset, 9 paired, 0 kill, 0 alternate animations) ...

Reading SexLab V?.? ...

Reading SexLabCreature V1.58 ...

Reading SexLabDefeat V?.? ...

Reading ZaZAnimationPack V5.5.3  ( 6 furniture, 10 offset, 0 paired, 0 kill, 0 alternate animations) ...

Reading sanguinesDebauchery V?.? ...

Reading zzEstrus V?.? ...

 

All Anim Lists scanned. Generating Behavior Files ...

Generating animationsetdatasinglefile.txt ...

 

Create Creature Behaviors ...

Reading SexLabCreature V?.? ...

 

mt_behavior usage: 3.3 %   ( 6 furniture, 12 offset, 0 alternate animations)

0_master usage: 3.2 %   ( 9 paired, 0 kill animations)

 1616 animations for 13 mods successfully included (character)

 322 animations for 1 mods and 18 creatures successfully included.

 

 

Edit: Looks like it worked! Not getting that warning at the start of a save game anymore, and animations for Animal Mansion work! I'll try Slaverun now but so far so good! Thanks for the help, I really appreciate it :)

 

That looks good... at least clean.

 

Zaz  5.55 is out now btw... so far I think prison overhaul 31 is the only mod using it as of yet.

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