Lamadi Posted September 26, 2017 Posted September 26, 2017 I've just bought the DLCs in order to play around with the mods here, but for the life of me I cannot get it working properly. The character model appears vanilla, and any mod-related alterations I try to make at the character creation menu does nothing. The main problem as I see it is that some of the more important mods seem to conflict with eachother. For instance: 'HDT Physics Extensions' seem to conflict with 'Bodyslide', and 'XP32 Maximum Skeleton Extended' by 'Realistic Force', and 'Zaz Animation pack' by 'Captured Dreams' Also the DLCs themselves seem to have some files overwritten by the mods, but I guess that's only to be expected. I'd greatly appreciate some assistance on the matter. I've attached a screenshot of my mod organizer load order if that helps. [EDIT: I've gotten it to work somewhat. Animations are still bugged though, as when I was about to initiate a sex position with an NPC, we both clipped into one another in standing position as sex sounds played. Anyone who can give me some clues as to how to fix that? Mod load order and mod list is provided further down this page. Also, the attachment file in the OP is outdated, just ignore it]
Stiffon Posted September 26, 2017 Posted September 26, 2017 Move your XPMSE skeleton to the BOTTOM in the left pane - never let anything overwrite it. Have you run LOOT and FNIS thru the MO interface? Also, won't hurt to move Bodyslide just above your skele in the left pane. To find conflicts you can double click an item in the left and select the "conflicts" tab in the window that opens. Not really related, but, I see no versioning which means you manually installed all the mods? Are you linked to Nexus via MO?
Lamadi Posted September 27, 2017 Author Posted September 27, 2017 Move your XPMSE skeleton to the BOTTOM in the left pane - never let anything overwrite it. Have you run LOOT and FNIS thru the MO interface? Also, won't hurt to move Bodyslide just above your skele in the left pane. To find conflicts you can double click an item in the left and select the "conflicts" tab in the window that opens. Not really related, but, I see no versioning which means you manually installed all the mods? Are you linked to Nexus via MO? I manually downloaded them, and imported them to the organizer. I wasn't aware of that being a problem, all the mods I downloaded were the latest version to my knowledge. Haven't tried LOOT or FNIS, but I'll try tomorrow. Getting late on my part of the planet. By the way, I tried again after rearranging the mods as per your instructions, but it's the same problem. The camera also positions itself between the legs / feet of the guy riding the wagon at the beginning. It doesn't place itself correctly until the prisoners start exiting the wagon. I'm suspecting there might also be some issues with the way I've configured / installed the mods, but I'll get more into that after work tomorrow. Thanks by the way.
valcon767 Posted September 27, 2017 Posted September 27, 2017 ok if you run LOOT thru MO you really need to run the standalone version (not the version that is built into MO). that said I can see 1 definite problem and 1 possible problem with what I can see of the load order definite problem the 3 DLC's esm files are out of order, they should be Dawnguard.esm Hearthfires.esm Dragonborn.esm the order for the DD mods is out of order also (Devious device assets, integration, expansion, and the zazanimtaion pack) the order I use is Devious Devices - Assets.ESM ZAZAnimationpack.ESM Devious Devices - Integration.ESM Devious Devices - Expansion.ESM to find the whole Mod List and Load Order (so you can either attach the files or post them) would be in your MO/Profiles/ (example C:/steamapps/common/skyrim/MO/profiles/default/) directory. the files are loadorder.txt and modlist.txt (the mod list is your mod list and the load order is the actual order MO reads the plugins). having this information can help greatly in figuring out what is out of place and possibly causing fatal conflicts. for some files (like jcontainers, and papyrus util) some mods have outdated version included with newer standalone versions available, and without the whole mod list (left pane of MO) and load order (right pane of MO) others cannot tell what you have overwriting what (the files from the MO profile will at least list what mods you have installed and active as well as what order things are in). as Stiffon said you should move XPMSE down in your load order and you have to run LOOT and FNIS thru MO's interface (so it knows what it has done). if you plan to use MO for your mod manager you will have to get used to running (and installing) almost everything thru it (the only exception is certain tools (Wyrebash for one) that should be installed separately then added to MO's executables, plus SKSE is best installed directly to your Skyrim directory {that way it is available to all profiles}). I hope this information helps some
Lamadi Posted September 27, 2017 Author Posted September 27, 2017 . Modlist: # This file was automatically generated by Mod Organizer. +XP32 Maximum Skeleton Extended +BodySlide and Outfit Studio +xazPrisonOverhaul V033 fix +Reward +display +Captured Dreams +RaceMenu v3-4 +SexLab solutions +Fuz Ro Doh +Anub +Devious Devices Expansion +Devious Devices Integration +ZazAnimationPackV7 +Devious Devices Assets +SexLabMatchMaker +SLAnimLoader +JContainers +SexLab tools +FNIS Behavior +UIExtensions v1-2 +SkyUI +HDT Physics Extensions +SexLabAroused V28b +SexLabFramework v162 FULL +Unofficial Skyrim Legendary Edition Patch *Unmanaged: Dragonborn *Unmanaged: HearthFires *Unmanaged: Dawnguard Loadorder # This file was automatically generated by Mod Organizer. Skyrim.esm Update.esm Dawnguard.esm HearthFires.esm Dragonborn.esm Unofficial Skyrim Legendary Edition Patch.esp SexLab.esm SexLabAroused.esm Devious Devices - Assets.esm ZaZAnimationPack.esm Devious Devices - Integration.esm Devious Devices - Expansion.esm SkyUI.esp UIExtensions.esp FNIS.esp SexLabTools.esp SLAnimLoader.esp SexLabMatchMaker.esp Devious Deviants.esp SLALAnimObj.esp SexLab_Solutions.esp RaceMenu.esp RaceMenuPlugin.esp ExtraPocket.esp Captured Dreams.esp dcc-dm2.esp xazPrisonOverhaul.esp RewardYourFollowers.esp XPMSE.esp Just messing around with this a little before heading to work. Realized I hadn't properly set up FNIS yet (Also, for some odd reason I thought you talked about another tool when referring to 'running FNIS through MO', since I had assumed FNIS it was just another mod that could just be dumped into MO). Fixed that now, as well as ran LOOT through MO. Still doesn't seem to have fixed any of my problems. Maybe I haven't properly set up FNIS yet. Trying to make sense of a tutorial video at the moment.
valcon767 Posted September 27, 2017 Posted September 27, 2017 ok I see a problem right off hand no body replacer for bodyslide (and possibly a lot of other stuff to work) you need a body replacer (main 2 used are CBBE and something from the UUNP family) without a body replacer Bodyslide cannot replace the vanilla body (it does need the replacer to have something to work with) also make sure to get the separate version of Papyrusutil (I think 3.3 is the latest version). when you run Bodyslide (from within MO) it will dump all the stuff it creates into the overwrite folder (by default) unless you specify somewhere else for it to put the files it creates. solution for that is easy - just right click the overwrite folder (in MO) after your run Bodyslide and create a mod for the files it created (you can then drag and drop all the files it creates when you run Bodyslide again into that mod). the one I created this way (named bodyslide output) I placed just above the XPMSE (in the left pane of MO). the S.T.E.P. wiki has the instructions for creating a bashed patch (using MO) and that is something you should learn how to do also. edit p.s. if you are going to run Prison Overhaul I would strongly recommend getting the patches for it by Inte. edit 2 those body replacers are for females....for males the 2 most used are SAM (Shape Atlas for Men) and SOS (Schlongs of Skyrim).
Stiffon Posted September 27, 2017 Posted September 27, 2017 What Valcon767 said. Once you install FNIS there will be an executable called "GenerateFNISforUsers" inside the >> Mod Organizer/mods/FNIS behavior v6_3/tools/Generate_FNIS_for_Users - create a new shortcut in MO that points to this exe and name it FNIS (or whatever you want) - then use the drop down to select this and click run. Follow the screen prompts while FNIS generates the files. The only patch you will need to tick is the skeleton arm patch, which is required for the body replacers. Don't tick any others unless you have that mod installed already. As FNIS starts, near the top you should see it identify your skeleton and bones, then it runs through animations and creatures. If you have creatures ensure you have installed them. Once it finishes, click on consistence check and it should report ok. Close FNIS and return to MO. You will get a warning pop up on the top right. It says there are files in your overwrite. Double click on the overwrite at the bottom left. Simply use drag and drop to place the folders back into your "FNIS Behaviors 6.3" folder in the left pane - Yes to overwrite/replace when asked. The warning at top right will disappear. FNIS should be all good. Everytime you add or remove anything with an animation or FNIS requirement, you need to repeat this process.
Lamadi Posted September 27, 2017 Author Posted September 27, 2017 . The problem still persists. I may have installed the wrong body replacer, or put it in the wrong order. Also with my current configuration the intro doesn't even play. The wagon is static and the characters just stand there speaking like normally. I had to run to Helgen by myself, but nothing happened. I've generated FNIS for users, and enabled the skeleton-arm-fix within it as I was instructed to in a tutorial I read, but so far nothing is different. Well, that depends on what The Modlist file doesn't display the newest mods I added; Papyrusutil, UUNP Femalebodyrenewal, or Schlongs of Skyrim. It currently displays: -ZazAnimationPackV7 -XP32 Maximum Skeleton Extended -xazPrisonOverhaul V033 fix -Unofficial Skyrim Legendary Edition Patch -UIExtensions v1-2 -SLAnimLoader -SkyUI -SexLabMatchMaker -SexLabFramework v162 FULL -SexLabAroused V28b -SexLab tools -SexLab solutions -Reward -RaceMenu v3-4 -JContainers -HDT Physics Extensions -Fuz Ro Doh -FNIS Behavior -display -Devious Devices Integration -Devious Devices Expansion -Devious Devices Assets -Captured Dreams -BodySlide and Outfit Studio -Anub *Unmanaged: Dawnguard *Unmanaged: Dragonborn *Unmanaged: HearthFires Loadorder file is empty for some strange reason, but I'll post a screenshot of my MO display instead. I've never felt as inept before when it somes to understanding how to set up mods as I do right now. I'm sorry you have to put up with me, but I very much appreciate that you do.
LazyBoot Posted September 27, 2017 Posted September 27, 2017 The Modlist file doesn't display the newest mods I added; Papyrusutil, UUNP Femalebodyrenewal, or Schlongs of Skyrim. It currently displays: -ZazAnimationPackV7 -XP32 Maximum Skeleton Extended -xazPrisonOverhaul V033 fix -Unofficial Skyrim Legendary Edition Patch -UIExtensions v1-2 -SLAnimLoader -SkyUI -SexLabMatchMaker -SexLabFramework v162 FULL -SexLabAroused V28b -SexLab tools -SexLab solutions -Reward -RaceMenu v3-4 -JContainers -HDT Physics Extensions -Fuz Ro Doh -FNIS Behavior -display -Devious Devices Integration -Devious Devices Expansion -Devious Devices Assets -Captured Dreams -BodySlide and Outfit Studio -Anub *Unmanaged: Dawnguard *Unmanaged: Dragonborn *Unmanaged: HearthFires Loadorder file is empty for some strange reason, but I'll post a screenshot of my MO display instead. I've never felt as inept before when it somes to understanding how to set up mods as I do right now. I'm sorry you have to put up with me, but I very much appreciate that you do. Are you looking at the files in the ModOrganizer\profiles\Default folder?
Lamadi Posted September 27, 2017 Author Posted September 27, 2017 Are you looking at the files in the ModOrganizer\profiles\Default folder? If I didn't feel like an idiot before, at least I do now. Modlist: # This file was automatically generated by Mod Organizer. +PapyrusUtil - Scripting Utility Functions +XP32 Maximum Skeleton Extended +BodySlide and Outfit Studio +UNP Female Body Renewal +SOS +xazPrisonOverhaul V033 +xazPrisonOverhaul V033 fix +Reward +display +Captured Dreams +RaceMenu v3-4 +SexLab solutions +Fuz Ro Doh +Anub +Devious Devices Expansion +Devious Devices Integration +ZazAnimationPackV7 +Devious Devices Assets +SexLabMatchMaker +SLAnimLoader +JContainers +SexLab tools +FNIS Behavior +UIExtensions v1-2 +SkyUI +HDT Physics Extensions +SexLabAroused V28b +SexLabFramework v162 FULL +Unofficial Skyrim Legendary Edition Patch *Unmanaged: Dragonborn *Unmanaged: HearthFires *Unmanaged: Dawnguard Loadorder: # This file was automatically generated by Mod Organizer. Skyrim.esm Update.esm Dawnguard.esm HearthFires.esm Dragonborn.esm Unofficial Skyrim Legendary Edition Patch.esp SexLab.esm SexLabAroused.esm Devious Devices - Assets.esm ZaZAnimationPack.esm Devious Devices - Integration.esm Devious Devices - Expansion.esm Schlongs of Skyrim - Core.esm SkyUI.esp UIExtensions.esp FNIS.esp SexLabTools.esp SLAnimLoader.esp SexLabMatchMaker.esp Devious Deviants.esp SLALAnimObj.esp SexLab_Solutions.esp RaceMenu.esp RaceMenuPlugin.esp Captured Dreams.esp dcc-dm2.esp xazPrisonOverhaul.esp xazPrisonOverhaul - Patch.esp RewardYourFollowers.esp XPMSE.esp Schlongs of Skyrim.esp SOS - VectorPlexus Muscular Addon.esp SOS - VectorPlexus Regular Addon.esp SGEyebrows.esp At least I know I didn't break the game so bad that even the mod organizer's logfiles bailed on me. On a side note, I just became aware that I had to build all asset models in Bodyslide. Do I have to rebuild everything if I decide to make a new character with a different body type to make sure their entire body fits within the armor/clothing?
Stiffon Posted September 27, 2017 Posted September 27, 2017 Body replacer is personal choice - so long as it installed correctly it should work. I know I have papyrus errors in my logs generated from an item in DDintegration where it doesn't find an item in Zaz 7 (it specifies zaz 6.11 in requirements), but it doesn't stop me playing, though I have not tried the vanilla start since I updated everything. Get https://www.nexusmods.com/skyrim/mods/9557/? and see if you can make a start there. On a side note, I just became aware that I had to build all asset models in Bodyslide. Do I have to rebuild everything if I decide to make a new character with a different body type to make sure their entire body fits within the armor/clothing? Yes if you change shapes you need to run Bodyslide to batch build them to the new shape.
LazyBoot Posted September 27, 2017 Posted September 27, 2017 Are you looking at the files in the ModOrganizer\profiles\Default folder?If I didn't feel like an idiot before, at least I do now. Don't worry, that's one of the easy to miss things about Mod Organizer, this is also where you will find the normal .ini files for skyrim when using MO.
Lamadi Posted September 27, 2017 Author Posted September 27, 2017 Get https://www.nexusmods.com/skyrim/mods/9557/? and see if you can make a start there. I did, and it works. But that's more than what I can say about the animations. Got to the first NPC I could bribe for sex, and when the animation was about to begin, we both clipped into one another in standing position as sex sounds played. By far the most arousing thing that has happened to me so far was when I pickpocketed a guard which put some regular old chains on me, then paraded me into a forest where I got murdered by a bear. There's apparently a very long distance between the captured dreams shop and the prison I start at in the 'New life' mod. I'm just eager to see if any of it actually works or not. So far I haven't found a way to preview animations in the mod settings.
Stiffon Posted September 27, 2017 Posted September 27, 2017 and when the animation was about to begin, we both clipped into one another in standing position as sex sounds played. That sounds like the animations are either missing or not activated. Have you registered animations in sexlab? There's an area on a tab now that shows how many you have installed. Make sure teleport is disabled as well as even actors heights.
Lamadi Posted September 27, 2017 Author Posted September 27, 2017 and when the animation was about to begin, we both clipped into one another in standing position as sex sounds played. That sounds like the animations are either missing or not activated. Have you registered animations in sexlab? There's an area on a tab now that shows how many you have installed. Make sure teleport is disabled as well as even actors heights. How do I register animations in SL? I don't remember reading anything about that in the tutorial I read. I've just installed the animations in MO. Are there other requirements than just making sure they're loaded in the correct order? I only have the Zaz animation pack and Anub animation pack for the record. Teleporting and actor heights are also things I don't understand the significance of in this context.
valcon767 Posted September 28, 2017 Posted September 28, 2017 ok registering animations is not hard to do (after you know what you are doing that is) open the SexLab MCM page on the 2nd tab (Animation Handling) and on the right side are the setting to enable creature animations (if you want), to disable starting teleport, even actor heights and other settings (if the box is filled it is active) open the bottom tab (Rebuild and Clean) of its setting pages this page has the debug options on it (including export and import settings) it will also tell you how many animations are registered in Sexlab (lower right hand quadrant with Rebuild and Clean tab of Sexlab's MCM opened) it will list how many human and how many creature animations are active (for example 122/500 for human animations and 64/500 creature animations) to register more animations is not hard for the ZAZ Animation Pack to register it animations open it's MCM page and find the Sexlab tab, open that tab and click on register sexlab animations. for SLAL packs open the SL Anim Loader MCM, then open each individual packs tab, click on enable all, then register animations. you can then check the SexLab MCM (Rebuild and Clean tab as explained earlier in the post) and compare the number of animations registered (the human animations number should definitely be higher now and probably creature animations as well). once this is done Sexlab now has the animations activated and registered and can use them in game. you will have to do this on each new game so that SexLab can use the animations in game. if when you open the SexLab MCM page it has the option to install Sexlab do that first and wait until you receive the notification the it is ready to use. edit after you have them working in game (and have seen something work) it would be a good idea to open the SexLab MCM's Rebuild and Clean tab and export your settings (so that on new games you can just import the settings after installing SexLab rather than having to manually configure it's MCM tab individually each new game). however you will still have to manually register other mods (ZAZ Animation Pack and SL Anim Loader) animations each new game. edit 2 some mods (Estrus Chaurus is one if I remember right) also will not activate until you load a save game after having installed the mod, and have SexLab active. what that means is start new game, install SexLab, wait for it to finish, import (or adjust) its settings, make a new hard save, load the save you just made, and wait for it to load. edit 3 some mods also require you to activate them in their individual MCM pages (normally if it does require this step, when you open it's MCM page it will have a button or setting that says install mod). this may sound like a lot, but it is actually pretty easy once you get used to it.
Stiffon Posted September 28, 2017 Posted September 28, 2017 How do I register animations in SL? I don't remember reading anything about that in the tutorial I read. I've just installed the animations in MO. Are there other requirements than just making sure they're loaded in the correct order? I only have the Zaz animation pack and Anub animation pack for the record. Teleporting and actor heights are also things I don't understand the significance of in this context. OK, off the top of my head - in SLAL (SL Animation Loader) the animation packs need to be registered with SL - on 1st page of MCM something like select or load all animations, then register all animations. Exit MCM for a few seconds. Re-enter MCM and go to Zaz - there's a section bottom right that you can click to register animations and it tells you they are registered after - it will have a YES in place of NO. Everything should now be ready - check in game. If animations do not appear, then re-enter MCM, go to SL, then go to the animation tab (might be debug) and look for a list of items on the lower left that all say Reset/register blah - click the one that says reset the animation register. The animation packs. In SL, on first or second tab there are some checkboxes for "teleport to actor" and actor heights - make sure they are disabled - I think they are by default, but worth checking. EDIT: What valcon767 said lol
Lamadi Posted September 28, 2017 Author Posted September 28, 2017 ok registering animations is not hard to do (after you know what you are doing that is) open the SexLab MCM page on the 2nd tab (Animation Handling) and on the right side are the setting to enable creature animations (if you want), to disable starting teleport, even actor heights and other settings (if the box is filled it is active) open the bottom tab (Rebuild and Clean) of its setting pages I disabled 'Disable starting teleport' (that one was confusing. Why not just call it 'Starting teleport' to prevent people from getting confused by the possible double negative?) and 'Even actor height' Some of them were disabled by default as well, so I played around a bit, but nothing changed. this page has the debug options on it (including export and import settings) it will also tell you how many animations are registered in Sexlab (lower right hand quadrant with Rebuild and Clean tab of Sexlab's MCM opened) it will list how many human and how many creature animations are active (for example 122/500 for human animations and 64/500 creature animations) to register more animations is not hard for the ZAZ Animation Pack to register it animations open it's MCM page and find the Sexlab tab, open that tab and click on register sexlab animations. for SLAL packs open the SL Anim Loader MCM, then open each individual packs tab, click on enable all, then register animations. you can then check the SexLab MCM (Rebuild and Clean tab as explained earlier in the post) and compare the number of animations registered (the human animations number should definitely be higher now and probably creature animations as well). once this is done Sexlab now has the animations activated and registered and can use them in game. I did all of this, but the animations still won't play. I just wish I could test it more in depth, but sex scenes seems to lock the Load button, so I can't reset every time it fails and have to either quit to menu or watch two upright standing people occupy the same physical space while making fucknoise. some mods (Estrus Chaurus is one if I remember right) also will not activate until you load a save game after having installed the mod, and have SexLab active. what that means is start new game, install SexLab, wait for it to finish, import (or adjust) its settings, make a new hard save, load the save you just made, and wait for it to load. edit 3 some mods also require you to activate them in their individual MCM pages (normally if it does require this step, when you open it's MCM page it will have a button or setting that says install mod). this may sound like a lot, but it is actually pretty easy once you get used to it. So, I have to reinstall SL in MO, or is this something I can do in the MCM? On a side note, enabling arm or footbinders on the character model in the ZAZ animation pack MCM, it disables jumping. Any way around that? Nothing important in any way, just annoying that a purely cosmetic change should disable an important gameplay element. I'm also on the lookout for a mod that adds vanity slots that would let one piece of gear overwrite the visual part of another gear when equipped. Is there any mod like this that is compatible with SL / DD gear?
Nazzzgul666 Posted September 28, 2017 Posted September 28, 2017 If no animation plays at all SLAL is not the problem. It's no requirement to use sexlab yet. The common suspect would be not running FNIS, or ignore an error/warning FNIS gives.
Lamadi Posted September 28, 2017 Author Posted September 28, 2017 If no animation plays at all SLAL is not the problem. It's no requirement to use sexlab yet. The common suspect would be not running FNIS, or ignore an error/warning FNIS gives. Well, you're right. I ran FNIS again and spotted the 'Bad installation' message. I then made a copy of the FNIS mod folder and put it in the Skyrim installation folder in Steamapps and ran it with MO. The bad installation alert is gone, but animations still won't play. It might have something to do with the FNIS mod installed with MO is in MO's folder, but the FNIS mod I ran through MO is in the Skyrim installation folder. Am I supposed to have the MO folder in Skyrim's steamapps folder? I was under the assumption that MO ran the mods separately, as in not needing to be in the same folder separately.
valcon767 Posted September 28, 2017 Posted September 28, 2017 If no animation plays at all SLAL is not the problem. It's no requirement to use sexlab yet. The common suspect would be not running FNIS, or ignore an error/warning FNIS gives. Well, you're right. I ran FNIS again and spotted the 'Bad installation' message. I then made a copy of the FNIS mod folder and put it in the Skyrim installation folder in Steamapps and ran it with MO. The bad installation alert is gone, but animations still won't play. It might have something to do with the FNIS mod installed with MO is in MO's folder, but the FNIS mod I ran through MO is in the Skyrim installation folder. Am I supposed to have the MO folder in Skyrim's steamapps folder? I was under the assumption that MO ran the mods separately, as in not needing to be in the same folder separately. ok MO is "supposed" to be able to run from any location on hard drive...but some systems (mine is one of these) require it to run from the Skyrim directory. (example - C:/steam/steamapps/common/skyrim/Mod Organizer) the example is the literal path I have to use to make it work on my system. if I install MO anywhere else it does not work correctly (on previous computer it did in fact run from anywhere). for FNIS it has to be installed in MO, and run from within MO or it will not work correctly for use within MO. ok I have included an older modlist (left pane of MO) with a note edited into to show you where I have FNIS (remember the modlist like the one I have added here is listing from bottom to top {reverse order})....the important part to note in this modlist is the 3 FNIS files within MO. (the section I have marked ---from here------ down to ---------to here------------) in that modlist NEVER change for me (so it is safe to use as a example). what you need to have within MO are the FNIS Behavior V6 FNIS Creature Pack 6 FNIS Spells V5 0 1 -- AD--ON for the spells the Behavior file is the main file for creating the behavior files (what the game uses to actually do the animations) the creature pack is for the creatures and the spells add-on is for spell animations in the attached screen shot they are numbers 334, 335, and 336 I would suggest you install all 3 (even if you don't use part it wont hurt and if you add that part later it is already there). left pane order is Behavior file first then the creature and spell add-on pack (those 2 do not matter for order ..just that they are after the main behavior file) if you think you may have installed FNIS incorrectly - just delete them from MO and reinstall them as mod if you are reinstalling FNIS into MO also make sure to remove it as an excutable after removing it and before reinstallation. then to set the correct part to run as excutable , on the right pane click the data tab and scroll down to tools click that, then click generate FNIS for users, then scroll down and right click generate fnis for users (yes I know it is a 2nd time) which should now have a dialog box allowing you to add as excutable. in the attached screen shot I have highlighted the correct part to add as excutable once you click the data tab (right pane), then the tools section (you will have to scroll down to find it). edit also you should only have ONE version of FNIS checked in the left pane of MO (1 each of FNIS Behavior, FNIS Creature, FNIS Spells). if you have more than 1 of those checked it will cause problems. edit 2 FNIS must run with administrator privileges or it will not work correctly. modlist 05012017.txt
Lamadi Posted September 28, 2017 Author Posted September 28, 2017 I got the animations working now, thanks. I did a clean install of MO in the Skyrim folder and followed the previously given information about the animation registration. Only tried a couple so far, but have no reason to think there'll be any problems yet. HOWEVER. I got to the Captured Dreams shop and used the console to give me some money just to test if everything worked. But when the time came to put in on some of their stuff, the game crashed to desktop, and now I'm all clueless again. Still, the most difficult part is over with. Fixing this I assume won't be that big of a problem in comparison. EDIT: Leather straps for strapons on female models seem to clip through the model. Also nothing major, but it's kind of annoying. EDIT2: It was just a one-time crash. I've tried everything again without the crash occuring. I still struggle with weird clipping and animation derps though, but I've started another topic specifically for that: http://www.loverslab.com/topic/85545-ugly-clipping-and-misaligned-animations/ Thanks a lot for helping me out guys!
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