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How do I edit HKX files?


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Posted

I've reached the animation limit so I want to delete some animations from the hkx files. How can I do this?

Posted

The behaviour file is the one that stored the animations.

 

You could just move the behaviour file (for temporary, if you planned to use it again some other time) for certain animation mod in

data\meshes\actor\character\behaviours

 

FNIS will throw an error but it just a warning, just make sure you dont use the animation ingame or you'll get the famous idle T-Pose. For complete delete you need to remove the animation as well in

data\meshes\actor\character\animation\the mod folder that you like to remove.

Posted
19 hours ago, anubis said:

The behaviour file is the one that stored the animations.

 

You could just move the behaviour file (for temporary, if you planned to use it again some other time) for certain animation mod in

data\meshes\actor\character\behaviours

 

FNIS will throw an error but it just a warning, just make sure you dont use the animation ingame or you'll get the famous idle T-Pose. For complete delete you need to remove the animation as well in

data\meshes\actor\character\animation\the mod folder that you like to remove.

I'm only using SLAL packs and no single animations that I can just remove the behaviour files from. I need a way to open a hkx files, remove SOME of the animations from it, and save the changes.

Posted
1 hour ago, nightwolf said:

I'm only using SLAL packs and no single animations that I can just remove the behaviour files from. I need a way to open a hkx files, remove SOME of the animations from it, and save the changes.

no need to edit .hkx for that...

180515030843136761.jpg

you just delete the ones you have no use for from the .txt fnis use to generate those .hkx

 

  • 3 weeks later...
Posted
On 5/15/2018 at 3:02 PM, yatol said:

no need to edit .hkx for that...

 

you just delete the ones you have no use for from the .txt fnis use to generate those .hkx

 

 

The problem is that the total number of animations I'm using exceeds the limit of FNIS. How would editing the FNIS txt help with that? I need to remove some animations from the SLAL packs to stop FNIS from recognizing them, and editing txt files doesn't help because it checks the hkx file that is used for a whole group of animations.

Posted
13 hours ago, nightwolf said:

 

The problem is that the total number of animations I'm using exceeds the limit of FNIS. How would editing the FNIS txt help with that? I need to remove some animations from the SLAL packs to stop FNIS from recognizing them, and editing txt files doesn't help because it checks the hkx file that is used for a whole group of animations.

You can delete the .hkx completely or store them in a different hard drive as backup. I have Public Posers installed but I rarely use it so I just cut & paste all the .hkx files and stored them somewhere if I ever want to use them.

 

Last week, I was using FNIS XXL and the load times were too long but after all of Public Poser's .hkx animations are gone I'm able to revert back to the regular FNIS 7.4.5 (current) and the game runs smoother now. FNIS just generates an error saying it can't find the animations for Public Posers. No shit. LMAO.

There was about 20 poses from Public Posers that I really liked so I kept them to use with Poser Hotkeys. Thus, killing two stones with one soft, tiny, defenseless bird. I get to continue using only the poses I like from Public Posers and also not exceed the FNIS animation limits.
 

Posted
8 hours ago, allsunday said:

You can delete the .hkx completely or store them in a different hard drive as backup. I have Public Posers installed but I rarely use it so I just cut & paste all the .hkx files and stored them somewhere if I ever want to use them.

 

Last week, I was using FNIS XXL and the load times were too long but after all of Public Poser's .hkx animations are gone I'm able to revert back to the regular FNIS 7.4.5 (current) and the game runs smoother now. FNIS just generates an error saying it can't find the animations for Public Posers. No shit. LMAO.

There was about 20 poses from Public Posers that I really liked so I kept them to use with Poser Hotkeys. Thus, killing two stones with one soft, tiny, defenseless bird. I get to continue using only the poses I like from Public Posers and also not exceed the FNIS animation limits.
 

Are you talking about the behaviour hkx files or the hkx for single animations? In my experience I have to delete the bevavior file for a whole group of animations to see a difference in the FNIS count. So if I want only some animations in the group "creatures" for example, that's not possible.

 

Animation files(stored in meshes folder):

 

xxx_missionary_stage1.hkx

xxx_missionary_stage2.hkx

 

Behaviour files(stored in behaviour):

 

FNIS_FunnyBizGroup_Behavior.hkx

 

Just to avoid misunderstandings.

 

 

 

 

Posted
1 hour ago, nightwolf said:

Are you talking about the behaviour hkx files or the hkx for single animations? In my experience I have to delete the bevavior file for a whole group of animations to see a difference in the FNIS count. So if I want only some animations in the group "creatures" for example, that's not possible.

 

Animation files(stored in meshes folder):

 

xxx_missionary_stage1.hkx

xxx_missionary_stage2.hkx

 

Behaviour files(stored in behaviour):

 

FNIS_FunnyBizGroup_Behavior.hkx

 

Just to avoid misunderstandings.

 

 

 

 

LMAO, fuck it, just delete both. I'm pretty sure you can just delete the .hkx animation files like I said but your game isn't gonna crash if the behavior.hkx is also gone.

 

Remember, I also said that I still use 20 animations files from Public Posers. Therefore I must have kept the behavior.hkx in order for those 20 animations to work, right? Answer is yes (Public Poser has 433 animations total).

Posted
On 6/3/2018 at 5:39 AM, nightwolf said:

 

The problem is that the total number of animations I'm using exceeds the limit of FNIS. How would editing the FNIS txt help with that? I need to remove some animations from the SLAL packs to stop FNIS from recognizing them, and editing txt files doesn't help because it checks the hkx file that is used for a whole group of animations.

 

yatol was correct so far, but s/he missed an important step.

 

After you removed the unwanted lines from the FNIS_xxx_List.txt, you need to recreate the reduced behavior by running the edited txt file through the GenerateFNISforModders.exe.

Posted

You guys don't seem to understand the issue. FNISmodlist.txt only has animation groups in it, and I don't want to delete a whole group. I want to remove some animations in each group.

Posted
1 hour ago, nightwolf said:

You guys don't seem to understand the issue. FNISmodlist.txt only has animation groups in it, and I don't want to delete a whole group. I want to remove some animations in each group.


If you only want to remove some animations because you've reached the FNIS animation limit, then as I've already said: delete the animation .hkx files. This has worked for me 100% of the time. If it doesn't work for you then I'm sorry, your Skyrim game is racist, sexist, and homophobic.

Again, Public Posers has 433 animations but that exceeds the FNIS animation limit for me. So I deleted all the animations I don't want except for 20 of them. FNIS works fine now and I still get to use Public Posers. If you need this repeated again in a different language, let me know.
 

Posted
On 6/4/2018 at 12:22 PM, fore said:

 

yatol was correct so far, but s/he missed an important step.

 

After you removed the unwanted lines from the FNIS_xxx_List.txt, you need to recreate the reduced behavior by running the edited txt file through the GenerateFNISforModders.exe.

didn't forgot anything

 

On 5/15/2018 at 3:02 PM, yatol said:

you just delete the ones you have no use for from the .txt fnis use to generate those .hkx

 

you want to use less animations?

 

if there's 9 lists of 9 animations per poser ring (don't remember), one ring is 81 animation

if one ring only have 20 animations, you are wasting 61 animations slots for nothing

x isn't full, y isn't either, z isn't

*.hkx those folders

less than 81 .hkx?

rename y1-1.hkx to x2.5.hkx, z 3-2 to x5-6.hkx

that will free hundreds of animations slots after deleting y and z that are now useless (uilist version is better to move y names to x, editing a psc is faster than editing poser quests)

 

you don't like an animation with 3 actors that have 4 stages, it's 12 animations slot

instead of not selecting it in sexlab, random idle or whatever, replace the animations you don't like with some from another mod

and get rid of the mods that have nothing left

 

that mod you trieds last year come with 300 hkx

if you no longer do anything with that mod, why do you keep it in your load order to waste 300 animations slot for nothing?

 

 

Posted

It's okay. Fore helped me in PM.

21 hours ago, allsunday said:


If you only want to remove some animations because you've reached the FNIS animation limit, then as I've already said: delete the animation .hkx files. This has worked for me 100% of the time. If it doesn't work for you then I'm sorry, your Skyrim game is racist, sexist, and homophobic.

Again, Public Posers has 433 animations but that exceeds the FNIS animation limit for me. So I deleted all the animations I don't want except for 20 of them. FNIS works fine now and I still get to use Public Posers. If you need this repeated again in a different language, let me know.
 

That might work for public posers but with SLAL packs you either have to delete the behaviour file of a whole group or edit the FNIS list txt located in the animations folder like fore explained. I had missed the file completely because it's among the tons of animation files.

Posted
1 minute ago, nightwolf said:

It's okay. Fore helped me in PM.

That might work for public posers but with SLAL packs you either have to delete the behaviour file of a whole group or edit the FNIS list txt located in the animations folder like fore explained.

Interesting. It worked with sexlab animations for me also. Shrugg. Oh well. Good to hear it's no longer a problem for you.

Posted
12 minutes ago, allsunday said:

Interesting. It worked with sexlab animations for me also. Shrugg. Oh well. Good to hear it's no longer a problem for you.

Maybe you unknowningly deleted the txt because it's in the same folder as the animations. I know I did that when I deleted some creature folders.

  • 3 years later...
Posted

i have a question, how i change the name of the hkx itself ? like i change them and put the same on the txt list but its doesnt work, how the others changed to their own abreviations the files ? can anyone help, i already know how to change msgs and stuff on the rings but i need to know how to change the files and make the new ones got recognized.

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