SapphicSoul2 Posted August 4, 2015 Posted August 4, 2015 whenever I install a mod that has animations in Skyrim I run FNIS. bad things happen if I don't. when I install a mod that has animations in Oblivion, do I need to run the Oblivion equivalent of FNIS? if so is that WryeBash? or some other mod?
Anatriax Posted August 4, 2015 Posted August 4, 2015 You only need to run WB whenever your load order (plugin list) changes, in order to rebuild the bashed patchThere is no FNIS equivalent for Oblivion (Or Fallout 3/NV)
SapphicSoul2 Posted August 4, 2015 Author Posted August 4, 2015 really? that seems odd. thanks for the answer anyway.
Vaelorian Posted August 4, 2015 Posted August 4, 2015 That's not exactly correct. You only need to rebuild your bashed patch for specific kinds of mods; use Wrye on (for example) the script-heavy Lovers mods and you'll get a complete train-wreck. The Bashed Patch is intended to allow you to quickly and painlessly merge mods that edit the leveled lists. For example, you run a bunch of mods that add different armors to the various bandits in Oblivion. Without a bashed patch, only the last mod in your list that influences that leveled list will take effect. With a Bashed Patch, all of them will. As for Oblivion not having a FNIS equivalent seeming "odd"... I found it odd modders needed to effectively hack the game to add animations to be extremely odd for Skyrim. Oblivion is far easier to add animations to.
Anatriax Posted August 4, 2015 Posted August 4, 2015 Actually a properly built bashed patch has a lot more functionality than simply merging leveled lists. It can automatically sense and merge patches that don't share form id conflicts, make tweaks to certain settings in the game, and much much much more, if you know how to use it properly.These things being said, yes. It's important to rebuild your bashed patch any time you add or remove plugins to your load order. If they're simply changing order it may not effect the bashed patch, but you should still at least CHECK it (to see if it's red or orange, meaning the patch needs rebuilt). http://tesfans.org/guides/wrye%20bash/docs/Wrye%20Bash%20Advanced%20Readme.html#patchhttp://tesfans.org/guides/wrye%20bash/docs/Wrye%20Bash%20General%20Readme.html#patchAnd technically Skyrim doesn't need to be "hacked" to add animations. FNIS is a tool to combine behaviors of animations so that multiple animation sets are possible for all creatures and people. Some animations (PCA and derivatives) don't require FNIS, as they change the .hkx files and meshes directly. They don't even require a new skeleton. The only time FNIS is required is when an animation set requires XP32's skeleton (XPMS or XPMSE), and that's in order to set the behaviors for the skeleton. So it's not a "hack". It's the same concept as Bodyslide, except you're building the skeleton's behavior instead of the body mesh.
Vaelorian Posted August 4, 2015 Posted August 4, 2015 Tweaks to settings can and should be done individually, in the off chance you make a mistake and want to revert quickly without rebuilding a several dozen esp patch. Merging patches is cute, as long as you aren't dealing with script-heavy mods, and even then I prefer to do so manually. Remember, while Wrye is masterfully built, the more you leave to automated programs, the more is likely to get mess up.
Anatriax Posted August 4, 2015 Posted August 4, 2015 It takes 2 minutes to build a patch O.oAlso you can import and export setting to CSV. So if you're making a change that you think MIGHT break the game? Easily reverted as long as you remember to make your exports. And tweaks individually? Perhaps you should clarify. Are you talking about multiple bashed patches? Because unless you REALLY know what you're doing that's not a good idea, either (in addition to clogging up your load order, removing the point of merging patches in the first place). To the OP: Read these tutorials if you want to know more about Wrye Bash. Also the readme's I linked above. Don't go off of what me and this guy are arguing about. Apparently he thinks I don't know what I'm talking about, but ... ... Ok mouth shut. Enjoy some reading.http://wiki.step-project.com/Bashed_Patch http://wiki.step-project.com/Guide:Wrye_Bash
fejeena Posted August 4, 2015 Posted August 4, 2015 script-heavy mods = all Lovers and Tamago Mods . Deactivate all Lovers and Tamago Mods before you build a Bashed Patch.
varenne Posted August 4, 2015 Posted August 4, 2015 If you need to include and apply a Special Animation (vs. Idle Animations) you can also use the Actors.Animations tag, or make sure the MOD you are adding and wanting that animation from to be applied, has it by reviewing it in WB. This is intermediate to advanced modding, which needs a bit more thinking. Review the above link to the WB Help content, section on tags.
Vaelorian Posted August 5, 2015 Posted August 5, 2015 Actually, Anatriax, I do think you know what you're talking about. I'm just "playing it safe" while you are trusting the scripts made by Wrye. There is no cause for that to change - at least, not so long as you haven't encountered an issue you couldn't easily fix. If it takes you two minutes to rebuild your bashed patch, you're either using less mods than me or have a better computer than I do. Either way, I play around with esps a lot, and at one point I had to rebuild the patch for the 5th time that day and something went wrong. So I removed the patch, made new ones (yes, multiple) containing nothing but leveled lists chances, and started doing everything else by hand. I haven't had any issues since (in-game or with any of the various utilities I use).
Recommended Posts
Archived
This topic is now archived and is closed to further replies.